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Controllers
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
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 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.
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
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 events
Preview
Lets you preview the movement in the editor!