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# Animate Component sample
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This sample demonstrates how the **Spline Animate** component can animate the position and rotation of a GameObject along a spline.
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In the scene, the child GameObjects of **NoEasing** move linearly, while the child GameObjects of **WithEasing** have quadratic in and out easing. In addition, each parent's animated GameObjects have different loop modes.
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Inspect GameObjects whose name begins with **AnimateObject** for more detail and for an example of how to configure the **Spline Animate** component.
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To view the animations of the **Spline Animate** component in the Game view, enter Play mode.
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To view the animations of the **Spline Animate** component in the Scene view:
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1. Select a GameObject whose name begins with **AnimateObject**.
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2. In the Inspector, click **Play** in the **Spline Animate** component's **Preview** panel.
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# Extrude Spline and Nearest Point sample
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The Extrude Spline and Nearest Point sample demonstrates the **Spline Extrude** component and the `SplineUtility.GetNearestPoint` function.
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Refer to `ShowNearestPoint.cs` to see how to find the point on a spline that's nearest to an arbitrary point.
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Play the Extrude Spline and Nearest Point sample scene to see a visualization of the function's results.
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# GPU Evaluation sample
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In the Splines package, `Spline.cginc` can be used to write shaders that work with splines.
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Refer to `SplineRendererCompute.cs` to see an example on how to use `SplineComputeBufferScope` to pass spline information to the GPU.
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Refer to the `InterpolateSpline.compute` shader to see how to use `Spline.cginc` to evaluate the position of a spline in a computer shader.
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# Spline Instantiate sample
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- The **PathSpline** GameObject demonstrates simple path instantiation.
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# Paint Spline Sample
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This sample demonstrates how to create a spline from a collection of points.
|
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||||
To view this example, enter Play mode, then click and drag to draw a spline.
|
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|
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Some parameters are provided to control the appearance of the new spline:
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|
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**Point Reduction Epsilon** defines the maximum distance an input point can be from the simplified line that is used to construct the spline control points. Lower values will result in a spline that more closely matches the original input points, at the cost of more knots in the spline. Higher values create a spline with less resemblance to the original line, but with fewer knots.
|
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**Spline Tension** defines the `Tension` value used to calculate tangent magnitude. Lower values result in sharp curves, whereas higher values produce rounder curves.
|
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|
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The **Input Sample Count** line shows the number of sample points in the original line.
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# SplineData and Generation sample
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The SplineData and Generation sample is a complex sample that uses the `SplineData`, `SplineUtility`, and `SplineEditorUtility` APIs to procedurally generate various spline-based objects in the scene.
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To see object generation along a spline that leverages the `SplineUtility.GetPointAtLinearDistance` function, select either the **FenceSpline** or **EvenlySpawnSpline** GameObject and manipulate its spline.
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`SplineDataHandles` can be used to customize a road's width and a follower's animation parameters in the Editor. To see `SplineDataHandles` in use, select either the **Road Spline** or **Spline Follower** GameObject and then activate the associated `EditorTool`.
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Refer to the `AnimateCarAlongSpline.cs` example script to see how to use the `SplineUtility` and `SplineData` APIs to implement a spline.
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Play the SplineData and Generation sample scene to see the `AnimateCarAlongSpline.cs` script in use.
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# Spline path sample
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This sample showcases the use of the `SplinePath`, `SplineSlice`, and `SplineRange` types. These types can create cohesive paths from collections of partial or complete sections of unrelated splines. See the `NPCSplinePathExample.cs`, `HighwayExample.cs`, and `CameraPathExample.cs` scripts to see how to create a `SplinePath` from multiple splines of the `ISpline` type and evaluate their positions, tangents, and up vectors.
|
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Play the sample scene to see the different `SplinePath`s in action.
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Reference in New Issue
Block a user