Controllers are used to align or move GameObjects to Curvy Splines and Curvy Generator data like extrusion volumes or paths.
Determines when the controller is updated: Update, LateUpdate or FixedUpdate
The component controlled by the controller: Transform, Rigidbody or Rigidbody2D
The source object the controller will follow
Spline Controller only.
Whether to use cached values when appropriate. Cached values are less precise but faster to use.
Whether the position is a world unit (absolute) distance or relative distance. Relative positions are values from 0 to 1. For splines, relative position is the TF while for paths and volumes it is the ratio of the total length.
The position, using the above mode
Volume Controller only.
This section defines the lateral 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.
Defines the position within the defined Cross Range
Defines what to do when trying to move over the defined range
Determines whether the speed uses absolute or relative distances. See Position Mode for more details about absolute and relative distances
The speed of the movement
The direction of the movement
Determines what to do when the source's end is reached:
Defines what motions (position/rotations) are to be frozen, if any
When enabled, the controller will start playing when entering the Play Mode.
Spline Controller only.
This allows you to specify how a Spline Controller should move when reaching a Connection. You can set one of the following behaviors:
When enabled, this allows the controller to change its movement direction. If moving on a Follow-Up, it will use the Follow-Up heading. If moving on a random connection, it will change direction to backward if it is a spline's end, or forward if it is a spline's start.
Whether splines that diverge from the current spline with more than a specific angle should be excluded from the randomly selected splines
Whether the current spline should be excluded from the randomly selected splines
The controller defines the object's rotation by aligning a Source vector (from the controller's source) with a Target vector (from the controller's GameObject)
Determines the source vector:
Available only if Source is different than None.
Determines the rotation axis to align the above value to
Available only if Source is different than None.
If enabled, the orientation ignore the movement direction. If not, when the controller is moving backward, the orientation flips direction.
Available only if Source is equal to None.
When true, the controller will enforce the rotation to not change
Adds a smooth damping to the Forward vector of the controlled object, with the specified duration
Adds a smooth damping to the Up vector of the controlled object, with the specified duration
Available only if Source is different than None.
Applies an offset (lateral movement) on the GameObject's position, based on the Up/Orientation vector of the source.
The Angle (-180 to 180) starting from the Up vector, defining the direction to offset with
The distance to offset with
Adjusts speed to match the change of travel distance due to offset
You can react to certain events by adding a handler to the following UnityEvents:
Available for all controllers
Called when the controller is initialized. You usually don't need to wait for the controller to initialize before setting its properties.
Available for SplineController and UITextSplineController only
Called when moving over a Control Point
Available for SplineController and UITextSplineController only
A list of events called when moving over a specific positions on the spline.
Available for SplineController and UITextSplineController only
Called when the end (or start) of the source spline is reached
Available for SplineController and UITextSplineController only
Called when switching between splines via the SwitchTo API method
By default Unity calls scripts' update less frequently in Edit mode. ForceFrequentUpdates forces this script to update in Edit mode as often as in Play mode. Most users don't need that, but that was helpful for a user working with cameras controlled by Unity in Edit mode
Lets you start and stop a preview of the movement in Edit Mode