PathMagic is a UNITY editor extension that allows to create paths for smooth movement of game objects, such as cameras, players, scene objects, and so on.
You specify waypoints with 3D bezier control points, orientation, velocity, and PathMagic do the rest!
version 1.1.1 of PathMagic is on the store! This version introduces some new features such as events fixed global look at. This is a screenshot of the new inspector.
Velocity bias now can be negative to implement forward and backward animation, the connected transform can “Global Look at” at fixed point, so orientation is never interpolated between waypoints and look at specific point continuously.
Events is a great feature. There is a global events list. Currently the only event that can be detected is “Waypoint changed”. Each time the animator passes a waypoint the event is fired, and your code is executed. The method that is called receive an integer parameter that is the waypoint index. Another way is define a event when a specific waypoint is reached, to do that, click on the waypoint on the list. A specific events list for the waypoints appear.
In this case you define what happens when the specific waypoint (2 in this case) is reached. The called method has no params. You can use events, for example, to stop a path and start another one, creating amazing animation effects.
With coming version 1.2 of PathMagic, you will put more that one transform on a same path. This makes me thinking about some possibilities this enables. And… Here we go!
Simply make a character with bones (a skinned mesh renderer in Unity), and connect single bones to the same path, each at specific position.
Hi, i have a question, may be it is a stupid one but i cant figured out.
Im using 2 path with separates cameras for make a cinematic, i want one path “Start on Play” and start the other by code, when try to reference the Script Unity does not recognize de namespace “PathMagic”…is there any trick or is just me?
depends on how you want to reference the path. You can set it in a property for example, or access it via a static member. Anyway, can you send me a very small project extraction, so that I can work on it for you?
I just bought your plugin and your demos look great. I have what may be a similar question to martibergoglio, do you have any examples on how to programmatically interact with an animation along path that has been created with PathMagic? Specifically, I want to be able to start, pause, continue, or exit an animation. It would also be nice to be able to request a spline through an API based on a start, mid, and end point, with all of the facing information.
PathMagic (and ParhMagicAnimator) class has very basic methods for interact with the animation, such as Play, Pause, Stop, Rewind, … All you need is a reference to the object.
Alternatively you can animate objects on the path with Mechanim, this allows you to interact with the animation through Mechanim’s workflow, and give you a more accurate control on animation curves.
To dynamically create a new arc on the path, you need to add a waypoint in the waypoints array, and set in/out tangents (velocity, orientation, etc.) because PathMagic uses brazier curves.
A good example for dynamic waypoint generation is already in the package, check template paths (a utility for make a regular path from scratch in a few clicks).
Give me a feedback, and tell me if you need more support, for example a simple example project.
Hi, i’m thinking of buying Pathmagic, but I want to ask, if I can do the following: for animating something like a chain, i’m able to set (with pathanimator) different currentpos values, then play. But then, all the Cubes would come together in the end of the path… is it possible, to do add something like a targetpos?
What are the correct settings in the inspector for the first waypoint and the last waypoint in order to have the path ease into the move and then ease out at the end, instead of starting and stopping at full velocity?