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new objects through script

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Hello, I would need to dynamically create Bezier shapes and update them live (through code).

grosso modo : doing by code the : Tool > Brobuilder > Editor > new bezier shape action and then well editing the created objects through a script

Sorry for potential redundant but couldn't find anywhere the code documentation or sample for the API for pro users to do such actions.


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Updating the path regularly will probably not be very performant, but here's the gist of how this would be done (note that this API will be changing in a future update):

var go = new GameObject();
var bezier = go.AddComponent<pb_BezierShape>();
// bezier.Init();
// which is just doing this:
// Vector3 tan = new Vector3(0f, 0f, 2f);
// Vector3 p1 = new Vector3(3f, 0f, 0f);
// var m_Points = new List<pb_BezierPoint>()
// {
//     m_Points.Add(new pb_BezierPoint(Vector3.zero, -tan, tan, Quaternion.identity)),
//     m_Points.Add(new pb_BezierPoint(p1, p1 + tan, p1 + -tan, Quaternion.identity))
// };
// bezier.m_Points = m_Points;


Basically you're just feeding the pb_BezierShape component a set of bezier points (pb_BezierPoint) and calling Refresh.

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Hi there,  Here is a reduced code of my current problem : I am doing that :

. . .

GameObject pathObjectContainer = new GameObject();
pathObject = pathObjectContainer.AddComponent<pb_BezierShape>();
pathPoints.Add (new pb_BezierPoint (new Vector3 (0, 0, 0),new Vector3 (0, 0, 0),new Vector3 (0, 0, 0), Quaternion.identity));

. . . .

updateVector = new Vector3 (10, 10, 0);

pathPoints.Add (new pb_BezierPoint (updateVectornew Vector3(0,0,0),new Vector3(0,0,0), Quaternion.identity));
pathObject.m_Points = pathPoints;
pathObject.Refresh ();


and This do the following result (the pic)

I can't understand why it add some moves in the z dimension, Do you have any idea ? changing the tan vectors don't have a positive impact.

I would like to have a bezier from (0,0,0) to (10,10,0) without any Z change

thank you !

Screen Shot 2018-01-15 at 14.31.59.png

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