But the problem is that your wire is more realistic and i want that feature.
Sorry, no hope without Unity 2017.1 or above, you have not the āGenerate Lighting Dataā option in the Line Renderer component, needed to use a normal map. Please compare the documentation of 5.6 and 2017.1 versions of Unity:
If you really want this feature you have no choice: install Unity 2017.1 (or above)ā¦
Hi, sorry if Iām mistaken, can this interesting util be used as a rope that interacts with physics/FPS controller?
In the provided example scene you can find something similar in the āCurvedLine Physics (wire)ā game object. It it modeled as a flexible cable, with Spring Joints between each pair of line control points (āLinePoint*ā game objects in the example). I think you can use Unity joints to model a behavior of a rope. You should consider that rigid bodies are placed only at the control points, so if you need more accuracy you also need more control points.
Anyone know if this is still working in 2018.2.4 and beyond? Iāve changed the obsolete line:
//set line settings
//lineRenderer.SetVertexCount( smoothedPoints.Length );
lineRenderer.positionCount = smoothedPoints.Length;
but I canāt seem to get the lines curving and the gizmos wonāt show.
@** Romano **Which version you downloaded? In the version attached to my previous post I canāt find the line you commented.
I tested it with Unity 2018.2.5 and it works.
Ah! I have no idea which version I got it such a long time ago. Is post #14 the most recent?
Thanks for the reply!
@Romano Yes, as far as I know⦠I posted my changes only here until now.
@Haagndaaz_1 Do you host this package somewhere else? If not, do you plan to publish it somehow (e.g. GitHub, Asset Store)?
Hey @G_P_V , I honestly didnāt think about posting it anywhere else, just since I donāt have time to maintain it at the moment.
@Haagndaaz_1 I perfectly understand. Would you agree if I publish this package on my GitHub page (gpvigano (Giovanni Paolo Viganò) · GitHub) under MIT license (https://opensource.org/licenses/MIT), mentioning that you are the original author, with a link to this forum?
I think this could help to keep track of changes and to collect contributions. Anyway this is your creation, so Iāll obey your decisionā¦
I wouldnāt mind at all! You can also email me at acryliccode@gmail.com if needed
Have fun with this!
@Haagndaaz_1 : thanks, I created a repository on GitHub for your Easy Curved Line Renderer, mentioning that you are the original author, with a link to this forum: GitHub - gpvigano/EasyCurvedLine: Easy rendering and editing of curved lines in Unity.
Thanks also to every one in this forum who contributed with questions, solutions and suggestions.
Hey guys, thanks a lot for your work ! Really cool features, I used the script to easyly make electric wires, very nice and pretty ācheapā ingame.
Thank you!
Great resource - thank you!
Thank you @Haagndaaz_1 and @G_P_V very much. This is fantastic
I love how the curve smoothly enters and exits each point. How would you go about connecting the last node to the first one? to create a loop, so that the spline is smooth the whole way around. I see that i can use the line renderer to create a loop but it adds a straight section between the last and first point.
That was something I never got around to, making some function to close the loop. If you want, you can go ahead and try to add that in and contribute ![]()
unfortunately my programming skills are still very rudimentary. Iām not liking my chances of solving this
In the CurvedLineRenderer.cs file I added a public UseLoop bool = false; variable.
Inside the GetPoints function i added this. It connects the end to complete the loop but i am unable to work out how to use your LineSmoother.cs to smooth out in and out of the start point.
if (UseLoop == true)
{
CurvedLinePoint childPoint = transform.GetChild(0).GetComponent();
curvedLinePoints.Add(childPoint);
}
This is godsent
Hi guys. In Unity 2018.3.3f1. I found a lag in LineRenderer in Unity component and animation. While you use animation curve points is late.
The solution is rewrite script change from Update() to LateUpdate(). After it it is works perfect!
Unity - Manual: Order of execution for event functions (Animation goes affter Update and becouse this LineRenderer late for a frame)
P.S. : Thanks Haagndaaz & others for a beautiful plugin!
4310944ā387727āCurvedLineRenderer.unitypackage (2.77 KB)