Table of Contents
Defines the curve type: Linear, Bezier, Catmull-Rom or TCB
Restrict To 2D
When enabled, the default SceneView's Move tool is replaced by a 2D version that uses the local X/Y plane. If “Use Tiny 2D Handles” is enabled in the preferences, no tool is shown and you can drag the Control Point gizmos around directly.
Whether the spline should be closed, i.e. the last Control Point should form a segment to the first Control Point.
Auto End Tangents
(Open Catmull/TCB splines only)
When enabled, the very first/last Control Points are automatically calculated using spline direction.
Determines how to calculate orientation:
- None - No orientation at all
- Static - use Control Point transform rotation
- Dynamic - calculate a least angle, smooth orientation
In this mode a direction vector is smoothly transported between two orientation anchors with the least possible angle angle difference. To control the flow, you can enable the Orientation Anchor option at certain Control Points. Note that the first Control Point is automatically defined as an orientation anchor.
Global Bezier Options
(Bezier Curves only)
Default Distance %
Determines the default Bezier Handle length when using Auto Handles
Global TCB Options
(TCB curves only)
Determines global tension used by Control Points
Determines global continuity used by Control Points
Determines global bias used by Control Points
Presets TCB parameters to “mimic” a certain curve type
Whether to show the spline in the SceneView or not
Color used to draw the spline. Default value can be defined in the Editor Preferences
Color used to draw the spline if selected. Default value can be defined in the Editor Preferences
If enabled, Control Points are disabled when deleting and reused when created instead of destroying and creating them. This prevents framerate glitches when adding and removing a lot of CP's at runtime. Pooled GameObjects are stored (invisible) by the _CurvyGlobal_ object.
If enabled, certain cache values are calculated simultaneous in multiple threads. Threads in general have a processing overhead, so this makes sense for splines with high Cache Point count only.
If enabled, all Control Point's transforms will be checked for changes each frame. Enable if you animate transforms or change them by code directly.
Determine when the spline updates itself!
You can react to certain spline related events by adding a handler to the following UnityEvents:
Called each time after the spline has refreshed
Called after one or more ControlPoints were added or deleted
Called before a Control Point is about to be added. Cancel this event to prohibit adding a CP
Called after a Control Point is added
Called before a Control Point is about to be deleted. Cancel this event to prohibit deleting a CP
Called by API methods that move along a spline when passing a Control Point
Called by API methods that move along a spline when the end of the spline is reached