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- | ====== Controllers ====== | + | ~~REDIRECT>:documentation: |
- | 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' | + | |
- | ==Use Cache== | + | |
- | Whether to use cached values when appropriate or not | + | |
- | ====Cross Position==== | + | |
- | // | + | |
- | + | ||
- | This section defines the lateral starting position | + | |
- | : | + | |
- | == Cross Range == | + | |
- | Defines the range within the cross section the controller uses. The base point (the point ' | + | |
- | == 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</ | + | |
- | ==Initial Position== | + | |
- | The starting position, using the above mode | + | |
- | + | ||
- | + | ||
- | + | ||
- | ====Move==== | + | |
- | ==Move mode== | + | |
- | Determines how to move: | + | |
- | * **Relative** - using either TF (splines) or percentage (Paths, | + | |
- | * **AbsoluteExtrapolate** - using (faster) extrapolated distance (splines) | + | |
- | * **AbsolutePrecise** - using calculated distance | + | |
- | ==Speed== | + | |
- | The speed, using the above mode, or delta (if animated) | + | |
- | <note important> | + | |
- | ==Clamping== | + | |
- | Determines what to do when the source' | + | |
- | * **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 | + | |
- | + | ||
- | ==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/ | + | |
- | ==Damping Up== | + | |
- | Adds a damping to the Up/ | + | |
- | ==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 | + | |
- | + | ||
- | < | + | |
- | + | ||
- | ==Offset Angle== | + | |
- | The Angle (-180 to 180) starting from the Up vector, defining the direction to offset | + | |
- | ==Offset Radius== | + | |
- | The distance to offset | + | |
- | ==Compensate Offset== | + | |
- | If enabled, curve distance deviation will be compensated | + | |
- | + | ||
- | ====Events==== | + | |
- | //(Spline Controller only)// | + | |
- | See [[.: | + | |
- | + | ||
- | ====Preview==== | + | |
- | Lets you preview the movement in the editor! | + |