Table of Contents
Controllers are used to align or move GameObjects to Curvy Splines and Curvy Generator data like extrusion volumes or paths.
The following controllers are shipped with Curvy:
Use the Spline Controller to align or move GameObjects to Curvy Splines.
This controller works with Curvy Generator Paths
This controller works with Curvy Generator Volumes
All controllers share the same base parameters:
Determines when the controller is updated: Update, LateUpdate or FixedUpdate
Whether to use world space or the object's local space
Whether to use cached values when appropriate or not
This section defines the lateral starting position :
Defines the range within the cross section the controller uses. The base point (the point '0' refers to) can be altered by using Shift.
Cross Initial Position
Defines the initial position within the defined Cross Range
Defines what to do when trying to move over the defined range
This section defines the starting position
Whether the starting position is entered in world unit distance or relative.
The starting position, using the above mode
Determines how to move:
- Relative - using either TF (splines) or percentage (Paths,Volumes)
- AbsoluteExtrapolate - using (faster) extrapolated distance (splines)
- AbsolutePrecise - using calculated distance
The speed, using the above mode, or delta (if animated)
Determines what to do when the source' end is reached:
- Clamp - controller will stop
- Loop - controller will start over at the opposite
- PingPong - controller switches direction
When enabled, the controller will start playing after it's initialization
Adapt on change
Internally, all controllers store the position relative (TF or percentage). So if you dynamically change the length of the source (e.g. by adding Control Points to a spline), the controlled object “warps” to a new position. Enabling this option prevents this by restoring the distance from start when the source changes.
If enabled, the controller uses the speed value as a delta that will be applied over a period of time using the below options
The animation curve to apply. X axis reflects the duration (% of Time Scale) while Y axis reflects the delta value to set (Speed %)
The duration in seconds a single animation sequence takes
If enabled, the animation will only play once, then the controller stops
Reset On Stop
If enabled, the controller will reset to it's initial position when the animation sequence ends
Determines how set set orientation:
- None - no rotation is applied
- Tangent - the tangent (direction) is used
- Orientation - orientation (Up-Vector) is used
Determines the rotation axis to apply the above value to
Adds a damping to the Tangent/Direction vector
Adds a damping to the Up/Orientation vector
If enabled, only the forward direction will be considered, even if the object is moving with negative speed. Otherwise the object will switch direction when moving backwards
The Angle (-180 to 180) starting from the Up vector, defining the direction to offset
The distance to offset
If enabled, curve distance deviation will be compensated
(Spline Controller only) See Controller Events
Lets you preview the movement in the editor!