[Splines] Fix Dynamic Path Switching at Runtime
Under Audit
Unity 2022.3.x - Unity 6.x
Published Thu, Mar 12
This issue describes how objects following a Spline may need to dynamically switch to an alternate path at runtime, especially when not utilizing the SplineAnimate component.
The Splines package facilitates the creation of complex movement paths for objects. A common challenge arises when an object needs to dynamically switch between multiple pre-defined Spline instances at runtime. For example, a SplineContainer might hold several connected Spline assets, representing branching paths. The object is initially assigned to follow one specific path, such as Spline 0. The core issue is determining how to transition the object's movement from the current Spline (e.g., Spline 0) to an alternate Spline (e.g., Spline 1) during gameplay. This is particularly relevant when the built-in SplineAnimate component is not being used, requiring a custom approach to manage the object's position along the path. The challenge involves correctly identifying the target path and then accurately calculating the object's new position and orientation along that chosen path to ensure a smooth transition.
- Implement a custom script to directly manage the object’s position and rotation by querying
ISplineinstances within theSplineContainerand performing manual path calculations. - Utilize the
SplineContainer.Splinesproperty to access all available splines and dynamically assign the target path based on runtime conditions. - When switching, ensure the object’s current position is mapped to the closest point on the new target path to prevent jarring jumps.
Editor's Note:
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Content inspired by a Unity discussion post.