[RELEASED] Ultimate spline solution

best way to create paths and splines for objects to move on !!
you can create any path within minutes.

key features :
__*__Drawing splines just buy ctrl+left clicking in the editor
*Well optimized ( just 1 object per spline )
*You can create splines with crosses and multiple ways and the object can choose its way using player input or randomly or custom script
*You can call methods when reaching a specific point (no more triggers)
*Full heavy commented source code
*Bezier curves

Usability :
i tend to use this tool a lot in my project
here is some of cool things you can make with it
_ particle effect movement
_ AI path following (my tool with unity nav mesh for the Ultimate combo)
_ real time spline creation (this is hard at this time but I will make the API more friendly in future updates)
_ simply any 3D game with any character that moves automatically its great to use this tool

for any feedback you can send me an email or post it here I will be more than happy to answer

and if you have any ideas for tutorials I will do my best to make it

UPDATE 1.2 IS AVAILABLE
price : 5$

will be update with more features in the future to make it better and better !!

asset store link :

Update in progress
adding save as button to the tool bar

Please post a video or webplayer demo of it, so we can see how it’s working.

Hi, i have bought and played a little with it.
So far it is nice.
Do you have an example where dependend on the value of a variable the player choose the left or the right spline?
Like in a game, when the player have enough points he takes the left way otherwise the right one.

Also, can let a spline come back to the root spline?
Meaning if i have a big root spline as a loop, the player then comes to the first subspline, if he has enough points he takes the subspline otherweise he stays on the root spline. If i allowed to take the root spline, the end of the spline should then come back to the main spline where he ride for a while and comes to the second subspline. Once again, if he have enough pints, he takes the second subspline, that comes back later to the root spline and at the end of the second subspline he comes back to the root spline.

I hope you can understand what i mean :wink:
It would be nice if you can show me on how to reach this goal with your nice little asset.

Ah I’m so sorry for late reply :frowning:
thank you very much for buying my tool :smile:

here is a video tutorial for how to deal with your case

:wink:

Thank you Raed_Abdullah,

i can definetly use that information on that video.
So what i can not see is can i come back from the second spline to the first and then go further on the first spline until the next, third, spline choice?

I think you can make it with the draw line tool
between the end of your second spline and the point you want to go back at it in the main spline
if that dosen’t help please tell me :wink:

Thanks for posting the video, now I can understand the functionality.

you’re welcome :smile:

here is an information about the next update

fixed moving errors
added a new shortcut
G : to snap the selected point to the ground

added a new button :

this button will snap all the points to the ground

like shown in the picture

added a new feature but it’s still in it’s early days
-spawning mesh on the spline
again fully optimized
this will take only one draw call

currently you can only put meshes here I am working on extending this to work on prefabs as well

Update in progress…

Can we have documentation plz?

there is a documentation PDF that comes with the package :slight_smile:

UPDATE 1.1 IS AVAILABLE NOW
:smile:
and here is the release notes its not a major update but it solves some problems

Updates will be every month I will add more features over time

Release notes :
1_ New : added a new save as button
2_ **New :**added a new stick to ground button that will make all the points on the spline stick to the ground
3_ New : added a new hot key (G) to stick the current point to ground
4_ New : now when you deselect every thing you will get the default move tool to move all the spline at once
5_ New : pivot point for the spline will always be centered
6_ Fix : improved creating new point (fixed when you add a second path at the same point )
7_ Fix : improved drag mode now dragging the point will be based on camera angle and if you want to stick it to ground just press (G)
8_ Fix : added account information and extra tools description in the doc
9_ Fix : stability improvements all over the code

That’s it !

Please if you have any problems contact me or just post it here

my spawning mesh feature isn’t ready yet
this may arrive at the next update :smile:

I will also try to make better event calling when you reach a specific point and add the ability to put some arguments

Waiting for two updates now :wink:
Will there be new features?

Edit:
I just used your tool and have a little problem.
I layed out the spline rely carefully but the object that should follow it precisely does have an offset some times on the path.

I use only the move object script with the follow spline script.

Just when it starts it has the most ofset even so the pivot is placed right.
In the follow spline script on the advanced settings i saw an offset value of 0.4 but if i change this higher or lower it become more jittery.
Can you help please?

Edit2:
So i figgured out that if i let follow the object to fast on the spline it jitter more.
When the object follow slowlier i can set the offset value but also it jitter some times when it is slow but i do not have the great offset.

But i always get this error, can you explain what i have to do so it goes away?

NullReferenceException: Object reference not set to an instance of an object
FollowSpline.Start () (at Assets/Spline tool/Scripts/FollowSpline.cs:102)

Hey RandAlThor

thanks for the feedback
Unfortunately now I’m busy with a big local event, sure there will be new features in the future
by the way the next update will be available next month

for the offset issue you have, there is one important limitation I have in the tool which is having the same “Resolution” or segments along the spline.
The way it’s working now is that between each point and another point there is a constant number of segments
which is currently set to 10
I will upload a hotfix that you can change that value easily
and increasing/decreasing the value should affect the offset

in the next update I will work around this limitation.

sorry if that confused you this is my first tool on asset store

for that error can you please give me more information about it I can’t replicate it on my machine
and yea I should work more on giving better informative error messages

hope that helped you
and if you have ideas / bugs pleeease let me know :smile:

version 1.15 is currently waiting for asset store team to submit it

new :
you can change the resolution of your spline (this will affect many things like precision / max speed / overall quality)

Can you tell me on how to change the speed per spline point that my object follow the spline.
If this can not work now i would like to have this as a new feature maybe with smooth transition options from one spline point to the other. Also a pouse feature would be nice that can send and get massages to run again or stop.

Thank you for the new version.

My problem in the beginning of my object following the spline i think is from having the wrong pivot point so it has to rotate first and so stear slowly to the spline until it is there. Then everything is ok. I will test this with a new exported object with the right pivot (x,y,z axis).

Cool :smile:
talking about the speed I think you can go into the point settings when you select it

then put a method name to call on your moving object
now you can’t pass arguments to the function like speed
but you can make a method that increase the speed every time you call it

and ya making better event handling is on my radar :smile:

about the pause I believe you can just call a function called Pause in the FollowSpline.cs
and you will be good to go
there are more things like Pause-Resume-Stop-ResetToDefaults-StartMoving

I heard that unity will make their UI system in 4.6 open source
I will use it as a learning resource to make like their cool event system (in the button element)

Is there a limit on how many knot points a spline can have?

I don’t know exactly what you mean by knot points

but there shouldn’t be any limit
the update I uploaded is now live you can download it

Great, i will update and play with it today.

Hey guys we finally got unity 4.6 full release
the tool will be using the new event system
so I highly recommend updating

and I’ll try to make another version that works with 4.5 if you want