Controllers

Controllers are used to align or move GameObjects to Curvy Splines and Curvy Generator data like extrusion volumes or paths.

  • Spline Controller: Use the Spline Controller to align or move GameObjects to Curvy Splines.
  • UI Text Spline Controller: Similar to Spline Controller, but acts on UI elements
  • Path Controller: This controller works with Curvy Generator Paths
  • Volume Controller: This controller works with Curvy Generator Volumes

Update In

Determines when the controller is updated: Update, LateUpdate or FixedUpdate

Target Component

The component controlled by the controller: Transform, Rigidbody or Rigidbody2D

Spline/Path/Volume

The source object the controller will follow

Use Cache

Spline Controller only.

Whether to use cached values when appropriate. Cached values are less precise but faster to use.

Position Mode

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.

Position

The position, using the above mode

Volume Controller only.

This section defines the lateral position:

Cross Range

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 Position

Defines the position within the defined Cross Range

Cross Clamping

Defines what to do when trying to move over the defined range

Move mode

Determines whether the speed uses absolute or relative distances. See Position Mode for more details about absolute and relative distances

Speed

The speed of the movement

Direction

The direction of the movement

Clamping

Determines what to do when the source's end is reached:

  • Clamp - controller will stop
  • Loop - controller will start over at the opposite side
  • PingPong - controller switches direction
Constraints

Defines what motions (position/rotations) are to be frozen, if any

Play automatically

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:

  • Current Spline: the controller will continue moving on the current spline as if there were no connections.
  • Follow Up Spline: the controller will continue moving on the spline containing the Follow-Up if there is any, otherwise will continue moving on the current spline.
  • Random Spline: the controller continue moving on one of the connected splines, chosen randomly.
  • Follow Up otherwise Random: the controller will continue moving on the spline containing the Follow-Up if there is any, otherwise will continue moving on one of the connected splines, chosen randomly.
  • Custom: define your own connected splines selecting logic. You can do that by assigning a GameObject having a component that inherits from ConnectedControlPointsSelector.
Allow direction changes

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.

Reject divergent splines

Whether splines that diverge from the current spline with more than a specific angle should be excluded from the randomly selected splines

Reject current spline

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)

Source

Determines the source vector:

  • None - no vector is used. Choose this option if you want the controller to keep the rotation as it is
  • Tangent - the tangent (direction) is used
  • Orientation - orientation (Up-Vector) is used
Target

Available only if Source is different than None.

Determines the rotation axis to align the above value to

Ignore direction

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.

Lock Rotation

Available only if Source is equal to None.

When true, the controller will enforce the rotation to not change

Direction Damping time

Adds a smooth damping to the Forward vector of the controlled object, with the specified duration

Up Damping time

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.

Offset Angle

The Angle (-180 to 180) starting from the Up vector, defining the direction to offset with

Offset Radius

The distance to offset with

Compensate Offset

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:

OnInitialized

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.

OnControlPointReached

Available for SplineController and UITextSplineController only

Called when moving over a Control Point

OnPositionReachedList

Available for SplineController and UITextSplineController only

A list of events called when moving over a specific positions on the spline.

OnEndReached

Available for SplineController and UITextSplineController only

Called when the end (or start) of the source spline is reached

OnSwitch

Available for SplineController and UITextSplineController only

Called when switching between splines via the SwitchTo API method

Force Frequent Updates

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