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curvy:documentation:controllers [2016/06/19 19:09] – [Orientation] Jakedocumentation:controllers [2023/05/11 12:31] (current) – external edit 127.0.0.1
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-====== 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 +
- +
-<note>The below Offset parameters are available only if OrientationMode is set to 'Tangent' or 'Orientation'</note> +
- +
-==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 [[.:controllers:events]] +
- +
-====Preview==== +
-Lets you preview the movement in the editor! +