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	<channel>
		<title><![CDATA[Toolbuddy Support Forum - All Forums]]></title>
		<link>https://forum.curvyeditor.com/</link>
		<description><![CDATA[Toolbuddy Support Forum - https://forum.curvyeditor.com]]></description>
		<pubDate>Sat, 27 Jun 2026 23:45:09 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Summer Sale: -50%]]></title>
			<link>https://forum.curvyeditor.com/thread-2587.html</link>
			<pubDate>Sat, 20 Jun 2026 09:46:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=429">_Aka_</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2587.html</guid>
			<description><![CDATA[Hi everyone,<br />
Curvy Splines is on sale: -50% until 15th of July<br />
<a href="https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P" target="_blank" rel="noopener" class="mycode_url">https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P </a><br />
Have a nice day]]></description>
			<content:encoded><![CDATA[Hi everyone,<br />
Curvy Splines is on sale: -50% until 15th of July<br />
<a href="https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P" target="_blank" rel="noopener" class="mycode_url">https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P </a><br />
Have a nice day]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CG documentation update]]></title>
			<link>https://forum.curvyeditor.com/thread-2586.html</link>
			<pubDate>Fri, 19 Jun 2026 23:13:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=429">_Aka_</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2586.html</guid>
			<description><![CDATA[Big update to the Curvy Generator documentation, including a long-overdue guide on custom module creation.<br />
<br />
<a href="https://curvyeditor.com/documentation/generator/start" target="_blank" rel="noopener" class="mycode_url">https://curvyeditor.com/documentation/generator/start</a>]]></description>
			<content:encoded><![CDATA[Big update to the Curvy Generator documentation, including a long-overdue guide on custom module creation.<br />
<br />
<a href="https://curvyeditor.com/documentation/generator/start" target="_blank" rel="noopener" class="mycode_url">https://curvyeditor.com/documentation/generator/start</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Spline Spots from 2 samples.]]></title>
			<link>https://forum.curvyeditor.com/thread-2585.html</link>
			<pubDate>Fri, 19 Jun 2026 20:52:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=9009">BitBlit</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2585.html</guid>
			<description><![CDATA[Hi! Just started using Curvy Splines. So far it's quite remarkable, I can tell I have a lot to learn.<br />
<br />
My game revolves around building railroad tracks from pieces. I'm building out the "blueprint" mechanism that directs the player where to put the rail. I'm using a basic generator to compute points on the curve to create the "place here" objects.<br />
<br />
It works like a charm for the sleepers the the rail segments are in interesting case. The single point sample on the curve at the rail interval doesn't pick the most intuitive position and rotation for the rail.<br />
<br />
Accepting that the inner/outer radius will create overlap and gaps, the placement (centered on the green line) is the aesthetic preference such that the ends of the rails approximately line up. When sampling a single point the tangent will not capture local region curvature.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=901" target="_blank" title="">TrackSpline.png</a> (Size: 83.55 KB / Downloads: 22)
<!-- end: postbit_attachments_attachment --><br />
<br />
I can of course manually nudge them into an approximate preferred position but I know the spline knows the end points, I'm hoping for some Curvy Spline advice that will help me realize how to position and rotate these rail segments. The endpoints also seem like a challenge.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=902" target="_blank" title="">TrackSpline2.png</a> (Size: 80.38 KB / Downloads: 22)
<!-- end: postbit_attachments_attachment --><br />
<br />
Thanks!]]></description>
			<content:encoded><![CDATA[Hi! Just started using Curvy Splines. So far it's quite remarkable, I can tell I have a lot to learn.<br />
<br />
My game revolves around building railroad tracks from pieces. I'm building out the "blueprint" mechanism that directs the player where to put the rail. I'm using a basic generator to compute points on the curve to create the "place here" objects.<br />
<br />
It works like a charm for the sleepers the the rail segments are in interesting case. The single point sample on the curve at the rail interval doesn't pick the most intuitive position and rotation for the rail.<br />
<br />
Accepting that the inner/outer radius will create overlap and gaps, the placement (centered on the green line) is the aesthetic preference such that the ends of the rails approximately line up. When sampling a single point the tangent will not capture local region curvature.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=901" target="_blank" title="">TrackSpline.png</a> (Size: 83.55 KB / Downloads: 22)
<!-- end: postbit_attachments_attachment --><br />
<br />
I can of course manually nudge them into an approximate preferred position but I know the spline knows the end points, I'm hoping for some Curvy Spline advice that will help me realize how to position and rotate these rail segments. The endpoints also seem like a challenge.<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=902" target="_blank" title="">TrackSpline2.png</a> (Size: 80.38 KB / Downloads: 22)
<!-- end: postbit_attachments_attachment --><br />
<br />
Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Obsolete methods]]></title>
			<link>https://forum.curvyeditor.com/thread-2564.html</link>
			<pubDate>Tue, 26 May 2026 07:41:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8887">smitdylan2001</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2564.html</guid>
			<description><![CDATA[I checked the Curvy asset with Project Auditor 2.0 and found that there is a lot of obsolete code. This was tested in 6.3LTS<br />
It would be great if these could be updated in 6.3+ versions. This should be automatic when you upload from this version, and otherwise the UNITY_6300_OR_NEWER could be perfect.<br />
<br />
To check:<br />
- Install unity 6.3<br />
- Install project auditor 2.0<br />
- Run analysis]]></description>
			<content:encoded><![CDATA[I checked the Curvy asset with Project Auditor 2.0 and found that there is a lot of obsolete code. This was tested in 6.3LTS<br />
It would be great if these could be updated in 6.3+ versions. This should be automatic when you upload from this version, and otherwise the UNITY_6300_OR_NEWER could be perfect.<br />
<br />
To check:<br />
- Install unity 6.3<br />
- Install project auditor 2.0<br />
- Run analysis]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Spring Sale: -50%]]></title>
			<link>https://forum.curvyeditor.com/thread-2527.html</link>
			<pubDate>Thu, 23 Apr 2026 21:06:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=429">_Aka_</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2527.html</guid>
			<description><![CDATA[Hi everyone,<br />
Curvy Splines is on the sale: -50% <br />
<a href="https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P" target="_blank" rel="noopener" class="mycode_url">https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P </a><br />
Have a nice day]]></description>
			<content:encoded><![CDATA[Hi everyone,<br />
Curvy Splines is on the sale: -50% <br />
<a href="https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P" target="_blank" rel="noopener" class="mycode_url">https://assetstore.unity.com/packages/tools/utilities/curvy-splines-8-212532?aid=1101l3N9P </a><br />
Have a nice day]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Physics Railway]]></title>
			<link>https://forum.curvyeditor.com/thread-2509.html</link>
			<pubDate>Tue, 24 Mar 2026 13:24:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8628">OJDee</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2509.html</guid>
			<description><![CDATA[Hi I am interested in the asset and have seen mention of railway demo scene.<br />
<br />
Before buying is there a demo to download of this scene?<br />
<br />
Is it possible to apply physics forces to a train, including couple vehicles and have them follow splone?<br />
<br />
Also how are switches/turnouts handled?<br />
<br />
Appreciate this is not a railway asset but since it is so related to tracks I would like a better idea of how much is handled in asset vs needing custom code on top.<br />
<br />
Thanks]]></description>
			<content:encoded><![CDATA[Hi I am interested in the asset and have seen mention of railway demo scene.<br />
<br />
Before buying is there a demo to download of this scene?<br />
<br />
Is it possible to apply physics forces to a train, including couple vehicles and have them follow splone?<br />
<br />
Also how are switches/turnouts handled?<br />
<br />
Appreciate this is not a railway asset but since it is so related to tracks I would like a better idea of how much is handled in asset vs needing custom code on top.<br />
<br />
Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is there a way to generate UVs along deformed and copied mesh?]]></title>
			<link>https://forum.curvyeditor.com/thread-2506.html</link>
			<pubDate>Mon, 16 Mar 2026 17:04:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8585">kubak</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2506.html</guid>
			<description><![CDATA[My team is using a curvy generator to create cables by duplicating and deforming a single mesh segment along a spline. That gets baked down into one static mesh with a custom shader.<br />
<br />
I'd like to be able to access the data about the meshes "progress" along the curve in the shader. Either with another set of UVs that maps 0 - 1 to the progress along the curve, a single color channel that does the same, or an index of the mesh copy. Are any of these possible?]]></description>
			<content:encoded><![CDATA[My team is using a curvy generator to create cables by duplicating and deforming a single mesh segment along a spline. That gets baked down into one static mesh with a custom shader.<br />
<br />
I'd like to be able to access the data about the meshes "progress" along the curve in the shader. Either with another set of UVs that maps 0 - 1 to the progress along the curve, a single color channel that does the same, or an index of the mesh copy. Are any of these possible?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bezier subdevision not smooth (sometimes)]]></title>
			<link>https://forum.curvyeditor.com/thread-2470.html</link>
			<pubDate>Sun, 08 Feb 2026 14:15:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8378">Kapistijn</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2470.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I'm trying to subdivide a Bezier spline so that the shape stays the same.<br />
<br />
When testing this on a spline I drew for testing purposes it works perfectly fine (the blue spline in the picture).<br />
But when used on another spline I get some very weird behaviour (orange spline).<br />
<br />
I've checked all the settings between the 2 splines and they seem to all be the same.<br />
What am I missing? Any idea on where I should look to fix this issue?<br />
<br />
Thank you so much in advance!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=884" target="_blank" title="">Curv_Question_Subdivision.png</a> (Size: 418.5 KB / Downloads: 5)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I'm trying to subdivide a Bezier spline so that the shape stays the same.<br />
<br />
When testing this on a spline I drew for testing purposes it works perfectly fine (the blue spline in the picture).<br />
But when used on another spline I get some very weird behaviour (orange spline).<br />
<br />
I've checked all the settings between the 2 splines and they seem to all be the same.<br />
What am I missing? Any idea on where I should look to fix this issue?<br />
<br />
Thank you so much in advance!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=884" target="_blank" title="">Curv_Question_Subdivision.png</a> (Size: 418.5 KB / Downloads: 5)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Best way to duplicate a spline with an offset]]></title>
			<link>https://forum.curvyeditor.com/thread-2449.html</link>
			<pubDate>Mon, 02 Feb 2026 11:08:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8378">Kapistijn</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2449.html</guid>
			<description><![CDATA[Hi,<br />
<br />
What would be the best way to duplicate a spline with an offset? (as seen in the attachment).<br />
<br />
I managed to spawn meshes with an offset (through generators), but I'd like to offset the spline itself without rasterizing it.<br />
When selecting all the spline points and scaling them unfortunately doesn't have the wanted effect.<br />
<br />
Any idea's?<br />
Thank you so much in advance!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=870" target="_blank" title="">Curvy_Question.png</a> (Size: 503.67 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
What would be the best way to duplicate a spline with an offset? (as seen in the attachment).<br />
<br />
I managed to spawn meshes with an offset (through generators), but I'd like to offset the spline itself without rasterizing it.<br />
When selecting all the spline points and scaling them unfortunately doesn't have the wanted effect.<br />
<br />
Any idea's?<br />
Thank you so much in advance!<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=870" target="_blank" title="">Curvy_Question.png</a> (Size: 503.67 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Play() does not cause SplineController to produce expected behaviour]]></title>
			<link>https://forum.curvyeditor.com/thread-2448.html</link>
			<pubDate>Mon, 02 Feb 2026 00:09:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8374">ConCat</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2448.html</guid>
			<description><![CDATA[Hello all, I hope you are well. I have a problem which has halted my initial onboarding to Curvy Splines and I would really appreciate some help.<br />
<br />
I have a basic Spline with four control points, and an example game object with a Spline Controller attached. The example game object has no colliders or rigidbodies attached, and exists only as a base Unity GameObject, with some Monobehaviours (unrelated to movement) attached.<br />
<br />
I attached a Spline Controller to the aforementioned game object, and when "Play Automatically" is <span style="font-weight: bold;" class="mycode_b">ticked</span> - it follows the spline as expected, including abiding by constraints, and emitting expected events. This is the desired behaviour.<br />
<br />
However, if I <span style="font-weight: bold;" class="mycode_b">untick</span> "Play Automatically", and instead call "Play()" the object does not follow the spline as expected. The PlayState is updated, but the object does not move. I have also wrapped any usage in a Coroutine to test if I need to wait for the Spline to be initialized, but this has made no difference.<br />
<br />
I have watched all of the tutorials online numerous times which set Position to 0, and the Position Mode, and have replicated this exactly. However, Play() does not begin movement.<br />
<br />
I then resorted to writing my own movement script, following the exact usage as found here:<br />
<a href="https://www.youtube.com/watch?v=CPOfoIVbeCE&amp;list=PLatR0iPtXq-wzAGxeKvXu2F-L8g7Itgoh&amp;index=3" target="_blank" rel="noopener" class="mycode_url">Using controller via API - Curvy Splines tutorial</a><br />
<br />
However, this meant that Events "OnEndReached" were not triggered successfully - and that's something I would need.<br />
<br />
Any help to get this to work as expected would be much appreciated.<br />
<br />
For clarity, my desired behaviour is:<br />
<ol type="1" class="mycode_list"><li>I would like to trigger "Play" (and subsequently "Pause") at any time via code and have the Spline Controller reach as expected.<br />
</li>
<li>I would rather use the Spline Controller if available as I can take advantage of its additional properties in a convenient manner (such as Clamping etc)<br />
</li>
<li>I need the events to fire at their expected intervals, such that I can then react to it via code<br />
</li>
</ol>
]]></description>
			<content:encoded><![CDATA[Hello all, I hope you are well. I have a problem which has halted my initial onboarding to Curvy Splines and I would really appreciate some help.<br />
<br />
I have a basic Spline with four control points, and an example game object with a Spline Controller attached. The example game object has no colliders or rigidbodies attached, and exists only as a base Unity GameObject, with some Monobehaviours (unrelated to movement) attached.<br />
<br />
I attached a Spline Controller to the aforementioned game object, and when "Play Automatically" is <span style="font-weight: bold;" class="mycode_b">ticked</span> - it follows the spline as expected, including abiding by constraints, and emitting expected events. This is the desired behaviour.<br />
<br />
However, if I <span style="font-weight: bold;" class="mycode_b">untick</span> "Play Automatically", and instead call "Play()" the object does not follow the spline as expected. The PlayState is updated, but the object does not move. I have also wrapped any usage in a Coroutine to test if I need to wait for the Spline to be initialized, but this has made no difference.<br />
<br />
I have watched all of the tutorials online numerous times which set Position to 0, and the Position Mode, and have replicated this exactly. However, Play() does not begin movement.<br />
<br />
I then resorted to writing my own movement script, following the exact usage as found here:<br />
<a href="https://www.youtube.com/watch?v=CPOfoIVbeCE&amp;list=PLatR0iPtXq-wzAGxeKvXu2F-L8g7Itgoh&amp;index=3" target="_blank" rel="noopener" class="mycode_url">Using controller via API - Curvy Splines tutorial</a><br />
<br />
However, this meant that Events "OnEndReached" were not triggered successfully - and that's something I would need.<br />
<br />
Any help to get this to work as expected would be much appreciated.<br />
<br />
For clarity, my desired behaviour is:<br />
<ol type="1" class="mycode_list"><li>I would like to trigger "Play" (and subsequently "Pause") at any time via code and have the Spline Controller reach as expected.<br />
</li>
<li>I would rather use the Spline Controller if available as I can take advantage of its additional properties in a convenient manner (such as Clamping etc)<br />
</li>
<li>I need the events to fire at their expected intervals, such that I can then react to it via code<br />
</li>
</ol>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Control Point Interpolation Overrides.]]></title>
			<link>https://forum.curvyeditor.com/thread-2405.html</link>
			<pubDate>Tue, 09 Dec 2025 19:44:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=5564">rickgplus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2405.html</guid>
			<description><![CDATA[Is it possible to set individual CPs to be linear, while the rest of a curve remains Bezier?]]></description>
			<content:encoded><![CDATA[Is it possible to set individual CPs to be linear, while the rest of a curve remains Bezier?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Connections Between Opposing Splines]]></title>
			<link>https://forum.curvyeditor.com/thread-2400.html</link>
			<pubDate>Thu, 04 Dec 2025 01:03:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=8058">lockiidraws</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2400.html</guid>
			<description><![CDATA[Hello!<br />
<br />
I'm building a puzzle game where the user can place prefabs of track pieces, which each have smaller splines that connect together at runtime. When the spline directions are aligned (last point connects to first point of next piece) the transition works smoothly, but issues arise when the two splines are in opposite directions (last point connects to last point, or first to first) below:<br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=859" target="_blank" title="">track ex.png</a> (Size: 200.52 KB / Downloads: 6)
<!-- end: postbit_attachments_attachment --><br />
<br />
When my controller drives forward into the end of the first piece, it flips and stops moving (Clamping is active) as it is now trying to drive forward into the connection it just used, needing it to reverse to continue in the same direction as it was. The same happens when reversing back through. How would I be able to ensure that the controller smoothly transitions over to the new track piece in the same direction regardless of the direction/rotation of the next track?]]></description>
			<content:encoded><![CDATA[Hello!<br />
<br />
I'm building a puzzle game where the user can place prefabs of track pieces, which each have smaller splines that connect together at runtime. When the spline directions are aligned (last point connects to first point of next piece) the transition works smoothly, but issues arise when the two splines are in opposite directions (last point connects to last point, or first to first) below:<br />
<br />
<!-- start: postbit_attachments_attachment -->
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<img src="https://forum.curvyeditor.com/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
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When my controller drives forward into the end of the first piece, it flips and stops moving (Clamping is active) as it is now trying to drive forward into the connection it just used, needing it to reverse to continue in the same direction as it was. The same happens when reversing back through. How would I be able to ensure that the controller smoothly transitions over to the new track piece in the same direction regardless of the direction/rotation of the next track?]]></content:encoded>
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			<title><![CDATA[Unity 6 issues]]></title>
			<link>https://forum.curvyeditor.com/thread-2392.html</link>
			<pubDate>Tue, 18 Nov 2025 19:50:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=7984">Moonbo</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2392.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I just bought your asset for use in Unity 6.2 and am running into several issues. I don't see other posts with these problems so I'm guessing it must be due to my Unity version?<br />
<br />
1) If a spline is a prefab, control points can NOT be selected by dragging the mouse over them. I was able to drag/select points for the prefab while in the prefab view but once the prefab was instantiated this became impossible. I unpacked the prefab, and was able to select points again.<br />
<br />
2) When restricting control points to a 2D plane, grid snapping does not work properly. If I set the grid to 0.25 and have control points unrestricted they move properly in 0.25 increments. If I then restrict control points to 2D, the snap increments are 1, and nothing I can do changes it to match my 0.25 grid size. Unrestricting the control points again eliminates this problem.<br />
<br />
3) If I am using a shape for a spline, hitting undo force-reverts the shape back to its starting values. So for example, if the shape was a 2D box, and I moved the points of the box instead of changing the box size in the shape component then hitting undo at any point reverts the box back to the starting shape parameters. This will erase any added/moved/modified points, etc. <br />
<br />
Thank you!]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I just bought your asset for use in Unity 6.2 and am running into several issues. I don't see other posts with these problems so I'm guessing it must be due to my Unity version?<br />
<br />
1) If a spline is a prefab, control points can NOT be selected by dragging the mouse over them. I was able to drag/select points for the prefab while in the prefab view but once the prefab was instantiated this became impossible. I unpacked the prefab, and was able to select points again.<br />
<br />
2) When restricting control points to a 2D plane, grid snapping does not work properly. If I set the grid to 0.25 and have control points unrestricted they move properly in 0.25 increments. If I then restrict control points to 2D, the snap increments are 1, and nothing I can do changes it to match my 0.25 grid size. Unrestricting the control points again eliminates this problem.<br />
<br />
3) If I am using a shape for a spline, hitting undo force-reverts the shape back to its starting values. So for example, if the shape was a 2D box, and I moved the points of the box instead of changing the box size in the shape component then hitting undo at any point reverts the box back to the starting shape parameters. This will erase any added/moved/modified points, etc. <br />
<br />
Thank you!]]></content:encoded>
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		<item>
			<title><![CDATA[Constant speed along a spline?]]></title>
			<link>https://forum.curvyeditor.com/thread-2390.html</link>
			<pubDate>Wed, 12 Nov 2025 22:50:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=7959">tfishell</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2390.html</guid>
			<description><![CDATA[I'm interested in Curvy Splines, but there's one thing I'm mainly interested in: does this asset have a way for an object to move along at a <span style="font-style: italic;" class="mycode_i">constant speed</span> along a spline / set of curves? Or is the asset not so much focused on moving along the spline as it is making splines?<br />
<br />
(Also, I assume this works well with 2D as with 3D, just one fewer dimension.)<br />
<br />
Thanks.]]></description>
			<content:encoded><![CDATA[I'm interested in Curvy Splines, but there's one thing I'm mainly interested in: does this asset have a way for an object to move along at a <span style="font-style: italic;" class="mycode_i">constant speed</span> along a spline / set of curves? Or is the asset not so much focused on moving along the spline as it is making splines?<br />
<br />
(Also, I assume this works well with 2D as with 3D, just one fewer dimension.)<br />
<br />
Thanks.]]></content:encoded>
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			<title><![CDATA[1.1.0]]></title>
			<link>https://forum.curvyeditor.com/thread-2364.html</link>
			<pubDate>Wed, 01 Oct 2025 13:29:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.curvyeditor.com/member.php?action=profile&uid=429">_Aka_</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.curvyeditor.com/thread-2364.html</guid>
			<description><![CDATA[A new version was released. Bellow is the changelog:<br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Consolas, 'Courier New', monospace;" class="mycode_font"><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">## [</span></span><span style="color: #a31515;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">1.1.0</span></span><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">] - 2025-09-30</span></span><br />
<span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">### Added</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Assembly definitions.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Changelog file.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Support for serialized non-public fields.<br />
<span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">### Fixed</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Tooltips incorrectly added to 0-arity interface methods. (#1)<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Expression-bodied properties falsely detected as fields.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Invalid tooltips generated when comments contained characters such as <span style="color: #800000;" class="mycode_color">`"`</span> or <span style="color: #800000;" class="mycode_color">`\`</span>.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Attribute order not preserved when replacing an existing tooltip.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> File modification does not preserve character encoding.<br />
<span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">### Changed</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Open <span style="color: #800000;" class="mycode_color">`ReadMe.txt`</span> when the user clicks the Help menu item.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Increased minimum Unity version to 2021 LTS.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Updated folder structure to match other ToolBuddy assets.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Changed menu item paths to harmonize with other ToolBuddy assets.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Significantly refactored the code.</span></span><br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Consolas, 'Courier New', monospace;" class="mycode_font"><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">## [</span></span><span style="color: #a31515;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">1.0.0</span></span><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">] - 2015-04-29</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Initial release.</span></span>]]></description>
			<content:encoded><![CDATA[A new version was released. Bellow is the changelog:<br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Consolas, 'Courier New', monospace;" class="mycode_font"><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">## [</span></span><span style="color: #a31515;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">1.1.0</span></span><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">] - 2025-09-30</span></span><br />
<span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">### Added</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Assembly definitions.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Changelog file.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Support for serialized non-public fields.<br />
<span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">### Fixed</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Tooltips incorrectly added to 0-arity interface methods. (#1)<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Expression-bodied properties falsely detected as fields.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Invalid tooltips generated when comments contained characters such as <span style="color: #800000;" class="mycode_color">`"`</span> or <span style="color: #800000;" class="mycode_color">`\`</span>.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Attribute order not preserved when replacing an existing tooltip.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> File modification does not preserve character encoding.<br />
<span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">### Changed</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Open <span style="color: #800000;" class="mycode_color">`ReadMe.txt`</span> when the user clicks the Help menu item.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Increased minimum Unity version to 2021 LTS.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Updated folder structure to match other ToolBuddy assets.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Changed menu item paths to harmonize with other ToolBuddy assets.<br />
<span style="color: #0451a5;" class="mycode_color">-</span> Significantly refactored the code.</span></span><br />
<br />
<span style="color: #000000;" class="mycode_color"><span style="font-family: Consolas, 'Courier New', monospace;" class="mycode_font"><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">## [</span></span><span style="color: #a31515;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">1.0.0</span></span><span style="color: #800000;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">] - 2015-04-29</span></span><br />
<span style="color: #0451a5;" class="mycode_color">-</span> Initial release.</span></span>]]></content:encoded>
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