Created
January 5, 2020 08:51
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Unity script for creating a circular, arched or spiraling cinemachine path
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using UnityEngine; | |
using Cinemachine; | |
using Waypoint = Cinemachine.CinemachineSmoothPath.Waypoint; | |
public class CinemachinePathShape : MonoBehaviour | |
{ | |
public CinemachineSmoothPath path; | |
[Space] | |
[Range(2, 32)] | |
public int points = 16; | |
[Range(1f, 50f)] | |
public float radius = 5f; | |
[Range(0f, 360f)] | |
public float startAngle = 0; | |
[Range(15f, 360f)] | |
public float endAngle = 360f; | |
[Range(0f, 30f)] | |
public float elevation = 0f; | |
private Waypoint[] m_Waypoints = new Waypoint[0]; | |
private void OnValidate() | |
{ | |
if (!path) path = this.GetComponent<CinemachineSmoothPath>(); | |
if (!path) return; | |
Apply(); | |
} | |
public void Apply() | |
{ | |
m_Waypoints = new Waypoint[points]; | |
float angle = startAngle; | |
float length = endAngle - startAngle; | |
for (int i = 0; i < points; i++) | |
{ | |
float t = (float)i / (float)points; | |
m_Waypoints[i].position = new Vector3( | |
Mathf.Sin(Mathf.Deg2Rad * angle) * (radius * 0.5f), | |
t * (elevation * 0.5f), | |
Mathf.Cos(Mathf.Deg2Rad * angle) * (radius * 0.5f)); | |
angle += (length / (float)points); | |
} | |
path.m_Waypoints = m_Waypoints; | |
path.InvalidateDistanceCache(); | |
} | |
} |
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This saved me a chunk of time. Thanks.