Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revisionBoth sides next revision
curvy:documentation:controllers [2015/10/13 17:50] Jakedocumentation:controllers [2021/03/03 21:12] _Aka_
Line 1: Line 1:
-====== Controllers ====== +~~REDIRECT>:documentation:controllers:start~~
-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: +
- +
-  * [[#Spline Controller]] +
-  * [[#Path Controller]] +
-  * [[#Volume Controller]] +
- +
-===== Spline Controller ===== +
-Use the Spline Controller to align or move GameObjects to Curvy Splines. +
-===== Path Controller ===== +
-This controller works with Curvy Generator Paths +
-===== Volume Controller ===== +
-This controller works with Curvy Generator Volumes +
- +
-===== Reference ===== +
-All controllers share the same base parameters: +
-====General==== +
-==Update In== +
-Determines when the controller is updated: Update, LateUpdate or FixedUpdate +
-==Space== +
-Whether to use world space or the object's local space +
-==Use Cache== +
-Whether to use cached values when appropriate or not +
-====Cross Position==== +
-//VolumeController only// +
- +
-This section defines the lateral starting 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 [[.:generator:modules:shapeextrusion#Shift]]. +
-== Cross Initial Position == +
-Defines the initial position within the defined Cross Range +
-== Cross Clamping == +
-Defines what to do when trying to move over the defined range +
- +
-====Position==== +
-This section defines the starting position +
-==Position Mode== +
-Whether the starting position is entered in world unit distance or relative. +
-<note important>For splines, relative position means TF while for paths and volumes it means percentage</note> +
-==Initial Position== +
-The starting position, using the above mode +
- +
- +
- +
-====Move==== +
-==Move mode== +
-Determines how to move: +
-  * **Relative** - using either TF (splines) or percentage (Paths,Volumes) +
-  * **AbsoluteExtrapolate** - using (faster) extrapolated distance (splines) +
-  * **AbsolutePrecise** - using calculated distance +
-==Speed== +
-The speed, using the above mode, or delta (if animated) +
-==Clamping== +
-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 +
-==Play automatically== +
-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. +
- +
-==Animate== +
-If enabled, the controller uses the speed value as a delta that will be applied over a period of time using the below options +
-==Animation== +
-The animation curve to apply. X axis reflects the duration (% of Time Scale) while Y axis reflects the delta value to set (Speed %) +
-==Time Scale== +
-The duration in seconds a single animation sequence takes +
-==Single Shot== +
-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 +
-====Orientation==== +
-==Orientation Mode== +
-Determines how set set orientation: +
-  * **None** - no rotation is applied +
-  * **Tangent** - the tangent (direction) is used +
-  * **Orientation** - orientation (Up-Vector) is used +
-==Orientation Axis== +
-Determines the rotation axis to apply the above value to +
-==Damping Direction== +
-Adds a damping to the Tangent/Direction vector +
-==Damping Up== +
-Adds a damping to the Up/Orientation vector +
-==Ignore direction== +
-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 +
-====Events==== +
-//(Spline Controller only)// +
-See [[.:controllers:events]] +
- +
-====Preview==== +
-Lets you preview the movement in the editor! +