Thanks for the feedback.
Rigidbody Spline Follow
Need to look into this a bit and see how much is needed for it to work. Can't say if I add it or not.
Spline Projection
You can already do this.
Example:
using UnityEngine;
using CurveArchitect.Objects;
using CurveArchitect.Utilities;
public class SplineProjection : MonoBehaviour
{
public ArchitectCurve ac;
public Transform transform;
private void Update()
{
Vector3 closestPoint = BezierCurve.ClosestPoint(ac, transform.position, 6, out _);
Debug.Log(closestPoint);
}
}
Baking deformed mesh
Do you want to bake/export the mesh to the project folder? Seems like something I should have done. I will likely add this.
Currently all deformed meshes is stored in the scene file or only stored in build/generated during editor mode. I have also remade the system that handles all deformed meshes. In the next version you can set how the all meshes is handled per Architect Curve.
- Generate
- Store in build, generate during editor mode.
- Save in scene file.
Let me know if I misunderstood something.
And I promise you won't have to hear about me again after this thread
I enjoy hearing users' thoughts, so if you have any more suggestions, I'd be happy to hear them. 🙂