Connections

Often you want to logically connect two or more Control Points. Having junctions for your railway game, defining teleport points between two curves etc…

A connections stores references to one or more Control Points. Each time a Control Point is moved or rotated, it synchronizes it's transform with the connection's transform.

For each Control Point in a connection, you define if it should copy changes to position and/or rotation. This way you can have fully synchronized CPs as well as just logically connected CP's being part of the same connection.

Technically, Connections are individual GameObjects with the CurvyConnection component attached. They're stored as children of the _CurvyGlobal_ GameObject and automatically managed using the Toolbar or corresponding API methods.

If a Control Point is part of a connection, the connection's inspector is shown inside the Control Point inspector for convenience!

As you know, some spline types use more than the two directly adjacent Control Points to define the curve. If you connect the end of a spline to another spline, you might want to make the curve look “seamless” (like the other spline's CPs would be part of the first spline). To achieve this you can define at which connected Control Point the curve should “go on” calculation-wise. This is called a “Follow-Up”. Think of it as the natural extension of the ending spline.

For example: Take two Catmull-Rom splines and connect the last CP of the first spline with the first CP of the second spline and set both CPs to full sync. If you move the connection around you'll notice that the joined curve breaks. For each CP, define the other CP as the Follow-Up and you'll see the joined curve looks like a single curve, without a break. That's because the other spline's Control Points now becomes part of segment calculation.

Control Point Options

Lists all Control Points belonging to a connection

Control Point

Shows the name of the Control Point. You can select the Control Point or remove it from the connection through the available buttons.

Sync Position

Defines whether the connection's position is applied to this Control Point

Sync Rotation

Defines whether the connection's rotation is applied to this Control Point

Synchronization Presets

Use the preset buttons to quickly set synchronization options on all the Control Points

Follow-Up

List the connection's Control Points that are one of the ends of an open spline

Spline

The open spline which Follow-Up is being defining

Control Point

The end of the spline which is concerned by the Follow-Up

Follow-Up

The connected Control Point acting as a Follow-Up

Heading Direction

Available only when a Follow-Up is defined

In which direction the Follow-Up should continue on. Available options are:

  • To spline's start - The Follow-Up segment continues towards its spline's start
  • Nowhere - head to spline's start
  • To spline's end - The Follow-Up segment continues towards its spline's end
  • Automatic - Automatically selects the best option, based on the position of the Follow-Up within its spline

Connection Options

Delete connection

Deletes the connnection GameObject