Hi,
So I’ve been trying to make a rigidbody along a spline that I’ve created, but I’m stumped about how I’m supposed to do this while the rigidbody (right now, and for testing a box) should stay on the spline, while also keeping it in the physics-simulation. I’ve seen examples done in iTween, on this examples page, namely the “Path-constrained characters” one, and “Using PutOnPath and PointOnPath”, but it seems like the objects accelerates when points have higher distances between eachother.
What I have done:
- I can fetch points on the spline (made by a bunch of bezier curves)
- I can fetch them by time-percentage, but also on distance, because I’ve done an arclength approximization, so I can get a constant speed when moving on the spline.
I think those are the vital parts for getting this to work(?). What I want to do is getting the object to move along the path, even if the speed to move along the path would be high, and I want the object to still reach to obstacles, hills and so on that I would put on the path. Anyone has good idea?
Thanks for reading (and hopefully helping =) )