Version 1.1.1 is now available! This mainly focuses on some quality-of-life improvements, such as quick access to options for creating a new spline mesh.
Added:
Rebuild Trigger flags, sets which sort of events cause the mesh to be regenerated.
Public C# function to create a spline from an array of positions (CreateSplineFromPoints).
Added a context menu option to the Spline Container component to quickly set up a default Spline Mesher.
Option under GameObject/3D Object to create a new spline mesh.
Changed:
QOL: Whenever the component needs to adds MeshFilter to the output object, it will also add a Mesh Renderer component if needed.
Extra failsafes when importing into versions older than Unity 2022.3 without the Splines package installed.
Context menu functions have been moved to a new Gear button in the inspector
Sections in the inspector now behave as an accordion, expanding one closes all others.
Removed:
Deprecated the “Rebuild on Start()” option (replaced by Rebuild Triggers flags).
Please tell me if it is possible to add a prefab as a source. You don’t always need a generated mesh. Sometimes you need to make a fence from prefab with lod. Spline Instatiate can work with prefab. Please add this function.
Pleased to announce that I’ve opened a Discord server. It will serve as a centralized place to find announcements, discussions and support/feature request forums. Though Unity threads, such as this one, will still be monitored. And documentation will remain up to date. Moving forward, my attention will be focused on the server, in order to streamline continued support
Is there a feature to have start/end meshes?
Imagine a bridge with start and end segments that provide ramps for the player to walk up or down the bridge.
Coming back to this subject briefly, as of version 1.2.0 it is now possible to spawn and position a prefab to the start/end of a spline mesh