Class CinemachineSmoothPath
Defines a world-space path, consisting of an array of waypoints, each of which has position and roll settings. Bezier interpolation is performed between the waypoints, to get a smooth and continuous path. The path will pass through all waypoints, and (unlike CinemachinePath) first and second order continuity is guaranteed
Inheritance
Inherited Members
Namespace: Cinemachine
Assembly: solution.dll
Syntax
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("Cinemachine/CinemachineSmoothPath")]
public class CinemachineSmoothPath : CinemachinePathBase
Fields
| Name | Description |
|---|---|
| m_Looped | If checked, then the path ends are joined to form a continuous loop |
| m_Waypoints | The waypoints that define the path. They will be interpolated using a bezier curve |
Properties
| Name | Description |
|---|---|
| DistanceCacheSampleStepsPerSegment | When calculating the distance cache, sample the path this many times between points |
| Looped | True if the path ends are joined to form a continuous loop |
| MaxPos | The maximum value for the path position |
| MinPos | The minimum value for the path position |
Methods
| Name | Description |
|---|---|
| EvaluateOrientation(float) | Get the orientation the curve at a point along the path. |
| EvaluatePosition(float) | Get a worldspace position of a point along the path |
| EvaluateTangent(float) | Get the tangent of the curve at a point along the path. |
| InvalidateDistanceCache() | Call this if the path changes in such a way as to affect distances or other cached path elements |