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.