@spetsdesign Hello,this is planned for the next version 1.2,
i have added a toggle box where you can set that On and Off, can you wait until next week for the new update or you are in a hurry?
thanx alot i can wait
Version 1.2 is on the way,
new features:
- full control over speed for every branch fork,
- enable disable rotation,
- keyboard input improvement “space key added for jump animation”
- broken path point type branches switching bug fixed
jump keyboard input preview
full speed control on every branch fork preview ,
@spetsdesign Hello here is a preview of the enable disable rotation feature
rotation ON
rotation Off
@elseforty exactly what i wanted,
thanx alot,
Hello,
version 1.3 will be available very soon
some of the new features:
- Curve to fully control Speed value on a branch
- Curve to fully control Normal orientation on a branch
- Enable Disable Rotation on a specified axis XYZ
- Source code enhancement
- Performance optimization
- “Dead branch” is a new feature to create path following for stairs
- Enhancement of the way tangents are calculated for broken pathPoints
A look off the new inspector
Curves for speed and normals orientation
“Dead branch” stairs path following feature
Hello,
version 1.4 is on its way with so many cool features that will make your game dev life more easy
here is a list of some of the biggest adds to this new version,
- Full keyboard control system that includes acceleration and deceleration with brakes force (ideal for trains and cars)
- Introduction of shared path point type keyboard, this will help switch branches using your keyboard inputs.
- Auto spacing for followers in train mode(you don’t have to set the progress value of each follower separately anymore)
- Path point handles are adjusted automatically when created based on nearby path points position
- Smooth path points feature with radius value that you can play with, this will help you reduce your path modeling time drastically .
- I’ve also added some new methods to the runtime path generation API and changed some methods name for the sake of code clarity(if your code does not work anymore just check the documentation that i have uploaded online )
- More performance optimization
- New demo scenes included with new 3d art.
- Stairs mode “dead branch” was stripped from the new version “if you need that let me know here or send me an email”
i’ll post some images bellow to showcase the new features
if you have any question or suggestions for new features please let me know here or email me at elseforty@gmail.com
regards,
here is some images for shared path point keyboard type setup example
here is a demonstration,
navigation is done using keyboard arrows
Crowd control behavior is created using the multiple followers option and then the translation and rotation feature for each follower to create a diversity feel
Spacing can be very frustrating if you have a large number of followers, i made this feature to make easy for you,
as you can see spacing can be turned On/Off in case you want to manually enter progress for each follower separately
in this case the value is 5 and as you can notice followers progress is incremented by 5 0,5,10,15 etc
Acceleration ,deceleration and brakes feature was added to this new version of spline plus ,it’s ideal for trains and cars,
Smooth path points feature with radius value that you can play with, this will help you reduce your path modeling time drastically .
this works on both shared path points and normal path points
normal path point example
shared path point example
Hi, I’ve been trying your tool for a few days, and I have a couple of questions for you, if you can help me please.
Is it possible to control a point tangent orientation and length with the API ? I tried to play with PathPoint.Tangent and other methods with no success.
Also, is it possible to set an accurate numerical position to handles in editor mode, I can’t find another way than moving the point with the mouse and it becomes impossible to get accurate shape/symetries/etc. ?
Thanks
Vince
Hello Vince,
i think you mean path point handles not tangent ,
to answer your question based on the assumption that i have made above, yes of course you can, to do that you need to access PathPoint Point1 and Point2 Transforms,
here is an image explaining the components of a path point to help you better understand,
Point,Point1,Point2 are 3 game objects transforms, that are usually hidden from the hierarchy to keep things clean,
i unhide them in the image above so you understand better,
to modify them in code :
myPathPoint.Point.position = new Vector3(0, 0, 0);
myPathPoint.Point1.position = new Vector3(10, 0, 0);
myPathPoint.Point2.position = new Vector3(-10, 0, 0);
since Point1 is alway the same distance as Point2 from the center Point, then you can just write
myPathPoint.Point.position = new Vector3(0, 0, 0);
myPathPoint.Point1.position = new Vector3(10, 0, 0);
myPathPoint.Point2.localPosition = -myPathPoint.Point1.localPosition;
or if you want to modify Point2 instead
myPathPoint.Point.position = new Vector3(0, 0, 0);
myPathPoint.Point2.position = new Vector3(10, 0, 0);
myPathPoint.Point1.localPosition = -myPathPoint.Point2.localPosition;
@WrathOfThePixel for setting the handles position in the editor , i can quickly include that in the next version “next week”, or if you’re in hurry i can write you acode here to past in your c# spline+ files ,
Thanks for your fast answer.
Yes you got it, I mean handles instead of tangent (well actually, the handles does define a tangent to the curve, that’s why I thought I could use the Tangent property, but I guess you use that in another way).
I’m not in a hurry, being able to do that programmatically is fine for my test cases. I think it would be very convenient to have that for future versions though
Vince
@WrathOfThePixel you’re welcome,
don’t hesitate in case you have another question,
regards,
hello guys version 1.4 submitted today for review, expect it to live in the upcoming days,
i made new demo for spline plus,here is it
@WrathOfThePixel
hello i have included the Vector3 position fields for the selected path point
Regards,
I’m interested in using spline plus for a traffic system. Is it possible to have gameobjects that are following the path also react to other events. For example, traffic lights?
How about reacting to other objects that are following the path - for example have a faster moving object slow down when it reaches the (extended) collider of an object in front?
In the same way, can I have an object wait till another object has finished crossing its path?