Often you want to logically connect two or more Control Points. Having junctions for your railway game, defining teleport points between two curves etc…

How it works

A connections stores references to one or more Control Points. Each time a Control Point is moved or rotated, it synchronizes it's transform with the connection's transform.

For each Control Point in a connection, you define if it should copy changes to position and/or rotation. This way you can have fully synchronized CPs as well as just logically connected CP's being part of the same connection.

Technically, Connections are individual GameObjects with the CurvyConnection component attached. They're stored as children of the _CurvyGlobal_ GameObject and automatically managed using the Toolbar or corresponding API methods.

If a Control Point is part of a connection, the connection's inspector is shown inside the Control Point inspector for convenience!


As you know, some spline types use more than the two directly adjacend Control Points to define the curve. If you connect the end of a spline to another spline, you might want to make the curve look “seamless” (like the other spline's CPs would be part of the first spline). To achieve this you can define at which connected Control Point the curve should “go on” calculation-wise. This is called a “Follow Up”. Think of it as the natural extension of the ending spline.

For example: Take two Catmull-Rom splines and connect the last CP of the first spline with the first CP of the second spline and set both CPs to full sync. If you move the connection around you'll notice that the joined curve breaks. For each CP, define the other CP as the FollowUp and you'll see the joined curve looks like a single curve, without a break. That's because the other spline's Control Points now becomes part of segment calculation.



Rename the connection GameObject

Control Points List

The connection inspector lists all Control Points belonging to a connection. When seeing the connection inspector from a Control Point, the current Control Point is highlighted blue!

Control Point

Click on the name to select in in the hierarchy

Sync Pos

Defines whether the connections position is applied to this Control Point

Sync Rot

Defines whether the connections position is applied to this Control Point

Head To

End Control Points only

Defines the FollowUp of this Control Point

Head To Direction

End Control Points only

Determines the direction to use on the FollowUp:

  • < - head to spline's start
  • > - head to spline's end
  • @ - choose an appropriate direction automatically

Removes the Control Point from the connection


Use the preset buttons to quickly set default synchronization options (None, Pos, Rot, Full)

Delete connection

Deletes the connnection GameObject

How to move over connected splines

Last modified: 2015/09/23 15:55 by Jake