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  1. 1 vote

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    1 comment  ·  General  ·  Admin →
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    nicholasclaygolden commented  · 

    Hi Chris, I have. The problem is whatever transform box I'm in (x, y or z) it will reset all the others. Here is a quick 1 minute video :)

    https://www.youtube.com/watch?v=e2xRX9zwwZQ&feature=youtu.be

    Basically I want to scale the loft using the regular unity transforms AND have the path have the ability to be the same size to easily manage it :)

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  2. 4 votes

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    3 comments  ·  General  ·  Admin →
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    nicholasclaygolden commented  · 

    And you don't have to import into 3d modeling software, use the 'distance' on the loft to get the detail on per section. straight sections I go with 1 distance, curvy sections get like .50 or something, since I have 4 sections (I've also done 8) you can still have things look pretty but do everything in unity rather than go outside and do blender, maya etc.

    nick

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    nicholasclaygolden commented  · 

    I figured this out. Here is how you do get performance. I get 60fps on a 4s...

    Make a path, make a cross section, make a loft. Then, make 4 more lofts (right click and create them don't duplicate - that doesn't work at least for me). Make sure EACH loft uses the same path. Make each section .25 in length, and have a start position of 0 for the first one. Then second loft same thing, length .25 and start position of .25, and so on. Each start position would be 0,.25,.50 and .75.

    Adjust them how you want, at first I put different colors on them so I can see the ends to line them up. In the end you'll have 4 sections all using the same path. NOW, you can click off the mesh renderer on the original loft and now your object will follow the entire track using 4 SEPARATE lofts.

    Then those lofts are handled either through poolmanager or occclusion culling.

    Hit me up on twitter @nicholasgolden if you have questions about this method. It works great.
    Then you use unity occlusion culling (only in pro) and set it up so these tracks are part of the group.

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    nicholasclaygolden commented  · 

    I use a pool manager for the objects on the track don't get instantiated. If you draw them all at once, yea it's gonna suck. You can use culling and tags what not, but using a pool manager helped me 80% better performance (basically, draw only what the player can see in that camera).

    The multi loft - yes, I would LOVE to be able to build one large track, then use the cursor to 'split' the section off, then I could add that to an array and perhaps deactivate it once I pass it or only instantiate what the player can see.

    There are some good ideas you got there, I get what You want. I want that too.

  3. 3 votes

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  4. 2 votes

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    1 comment  ·  General  ·  Admin →
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    nicholasclaygolden commented  · 

    I'm not entirely sure what you mean, but in my project I am using tweens. What I noticed is if I used position, that would not follow along. Basically, soon as I used a tween it went back to the original starting point while the object continued along the loft. If I use localPosition, it did fine. My game you could say is an endless runner type of thing (subway surfers type of thing) and those tweens only work on local position. Also, you have to parent things in a particular way. For me that's Main camera-object, then a camera on the object itself, then applying the tweens to the object (but not the main camera).

    I know, I just did a lot of talking and it may not even be what you are after.
    -nick

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