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This sample demonstrates how to write a road mesh loft tool using `SplineUtility` and `SplineEditorUtility` APIs. See `LoftRoadBehaviour.cs` script as example of how `SplineUtility`'s `EvaluatePosition`, `EvaluateTangent` and `EvaluateUpVector` functions can be used to extract information about a Spline and how `EditorSplineUtility`'s callbacks can be leveraged for tooling. In addition, the width of the loft is driven by use of `SplineData` which is a good example of how custom data can be associated with Splines.
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Manipulate `Road Spline` game object's Spline to see the road regenerate.
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# GPU Evaluation Sample
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This sample demonstrates how Splines can be evaluated on the GPU. Splines package comes with a `Spline.cginc` shader include file which can be used to write shaders that can work with Splines. See `SplineRendererCompute.cs` script for an example on how Spline information can be passed to the GPU using `SplineComputeBufferScope`. See `InterpolateSpline.compute` shader on how Spline position can be evaluated using Spline.cginc in a compute shader.
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Play the sample scene to see GPU Spline evaluation in action.
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@ -0,0 +1,7 @@
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@ -0,0 +1,5 @@
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# Spline Animate Component Sample
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This sample demonstrates how the `SplineAnimate` component can be used in order to animate a game object's position and rotation along a Spline. Objects that are under the `NoEasing` parent move linearly and objects under the `WithEasing` parent are set up to have quadratic in and out easing. In addition, each parent's animated objects are configured to have different loop modes. Inspect objects named "AnimateObject" for more details and examples on how to configure the `SplineAnimate` component. Note: the component's "Preview" panel can be used to animate an object in Edit Mode.
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Press "Play" to see the sample's game objects animate in Play Mode.
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@ -0,0 +1,5 @@
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# Spline Extrude Sample
|
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|
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This sample demonstrates how Splines can be extruded using the Extrude component.
|
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Press "Play" to generate and update a Spline mesh.
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# Spline Instantiate Sample
|
||||
|
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This sample demonstrates how prefabs of GameObjects can be instantiated along Splines using the `SplineInstantiate` component.
|
||||
- The `Fences` object illustrates the use of the `Linear Distance` instantiation method to precisely follow the spline.
|
||||
- The `Trees` and `Grass` objects illustrate the use of `Offset` to move instances away from the spline.
|
||||
- `PathSpline` is a simple illustration of a path instantiation.
|
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- The `Environment` GameObject regroup all of these samples in a simple scene to illustrate this.
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# SplineData and Generation Sample
|
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This is a more complex sample that makes heavy use of `SplineData`, `SplineUtility` and `SplineEditorUtility` APIs to proceduraly generate various spline-based objects in the scene.
|
||||
|
||||
Select `FenceSpline` or `EvenlySpawnSpline` game objects and manipulate the spline to see object generation along spline that leverages `SplineUtility.GetPointAtLinearDistance` function.
|
||||
|
||||
Select `Road Spline` or `Spline Follower` game objects to see `SplineDataHandles` in action and how they can be used to enable in-editor customization of road's width and follower's animation parameters. See `AnimateCarAlongSpline.cs` example script on how a spline follower can be implemented using `SplineUtility` and `SplineData` APIs.
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# Area Generation Sample
|
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This sample shows how object generation within a Spline's bounds can be implemented and how custom `SplineDataHandles` can be used to enable `SplineData` manipulation within Scene View.
|
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Select `SpawnAreaSpline01` or `SpawnAreaSpline02` game objects and manipulate their `Splines` or `SplineData` handles to see the spline-defined areas regenerate.
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# Nearest Point Sample
|
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|
||||
This sample showcases the use of `SplineUtility.GetNearestPoint` function. See `ShowNearestPoint.cs` script on how, given an arbitrary point, the closest point on the Spline can be found.
|
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|
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Play the sample scene to see a visualization of the function's results.
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ReceiveGI: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_StitchLightmapSeams: 1
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m_SelectedEditorRenderState: 3
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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--- !u!33 &1633738780
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1633738777}
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m_Mesh: {fileID: 4300000, guid: 785be13ed2e5718c0a441c09c018ba50, type: 2}
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--- !u!4 &1633738781
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1633738777}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 3.3462949, y: -4.367589, z: -0.4930849}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &1848666508
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1848666509}
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m_Icon: {fileID: 0}
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--- !u!4 &1848666509
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1848666508}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1356665262}
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- {fileID: 15704867}
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- {fileID: 1598150334}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &2138199295
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 2138199297}
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- component: {fileID: 2138199296}
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m_Layer: 0
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m_Name: Spline
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!114 &2138199296
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2138199295}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: dab5c7d4c32e743048dfca98e2d5914f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Spline:
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m_EditModeType: 2
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m_Knots:
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- Position:
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x: -0.5
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y: 0
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z: -0.5
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TangentIn:
|
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x: 0.33333334
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y: 0
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z: 0
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TangentOut:
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x: 0
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y: 0
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z: 0.33333334
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Rotation:
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value:
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x: 0
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y: 0
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z: 0
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w: 1
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- Position:
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x: -0.5
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y: 0
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z: 0.5
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TangentIn:
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x: 0
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y: 0
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z: -0.33333334
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TangentOut:
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x: 0.33333334
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y: 0
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z: 0
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Rotation:
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value:
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x: 0
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y: 0
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z: 0
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w: 1
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- Position:
|
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x: 0.5
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y: 0
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z: 0.5
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TangentIn:
|
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x: -0.33333334
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y: 0
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z: 0
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TangentOut:
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x: 0
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y: 0
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z: -0.33333334
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Rotation:
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value:
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x: 0
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y: 0
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z: 0
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w: 1
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- Position:
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x: 0.5
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y: 0
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z: -0.5
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TangentIn:
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x: 0
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y: 0
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z: 0.33333334
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TangentOut:
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x: -0.33333334
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y: 0
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z: 0
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Rotation:
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value:
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x: 0
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y: 0
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z: 0
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w: 1
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m_Length: -1
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m_Closed: 1
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--- !u!4 &2138199297
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2138199295}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: c6fac8f20d9a54705a62d77d36c4c4fb
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,3 @@
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# Embedded Spline Sample
|
||||
|
||||
This sample shows how a Spline can be embedded in a component - an alternative approach to attaching a `SplineContainer` to a game object.
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a65d9d130a2c04bc2bf5816f812c2c20
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Add table
Add a link
Reference in a new issue