The NEW Splines Package in Unity!

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  • Опубліковано 25 жов 2024

КОМЕНТАРІ • 123

  • @simonsobo4644
    @simonsobo4644 8 місяців тому +7

    As I'm watching I am stunned by how fabulous the explanation is. For many reasons. He doesn't start off talking about the weather, the Big Bang, what he had for breakfast. He gets right to the point and OMG is that ever rare. Then, he's so obviously knowledgable on this subject it's amazing. I shall be subscribing.

    • @anandev
      @anandev  8 місяців тому

      Thank you so much!! So nice of you 😭♥️ This means a lot and I'm glad my video helped!

  • @gazeth
    @gazeth Рік тому +12

    The best spline tools tutorial on UA-cam. Super clear, gives all the information step by step. Excellent!

    • @anandev
      @anandev  Рік тому +1

      Wow, thanks! I'm glad it was useful!

  • @bigedwerd
    @bigedwerd Рік тому +8

    I'm going to give you some of the best advice that you might already know, but it'll hopefully save you some frustration. Also feel free to steal it for a unity tips video. Go to Edit -> Preferences -> Colors -> General -> Playmode Tint and change it to something like a light red. You will always know when you're in play mode or edit mode. I honestly don't know why this isn't already set like this by default. Great video as usual.

    • @anandev
      @anandev  Рік тому +1

      That is a solid tip for those who like it! I did know that before, and personally, I don't like it. I find it a lot distracting for some reason. Now that I think about it, maybe I could use something like grey or something, that could work. I could make a unity tips video it could be a cool and a simple idea! Thaaanks!

    • @PatrikBergsten
      @PatrikBergsten 11 місяців тому +1

      Playmode Tint used to have a red-is color by default when I started out. Don’t know why they removed it, I find it immensely useful

    • @anandev
      @anandev  11 місяців тому

      Yes sometimes I wish there would be a setup process before you open Unity for the first time to fully customize it or something like that

  • @kagunslinger767
    @kagunslinger767 3 місяці тому +2

    As other already said, great tutorial.
    But the way you answer with such genuine care and knowledge in the comment is just amazing.
    Respect.

    • @anandev
      @anandev  3 місяці тому

      Thank you so much for this!! This really means a lot, and gives me energy and helps me understand why I should keep makingmore videos 😀 Thank you once again for your kind words :)

  • @hasuneranda00
    @hasuneranda00 7 місяців тому +2

    Wow... I did not expect this tutorial to be simple yet super clear. Thank you! I find this video super helpful. I'm playing around with physics in Unity engine and using splines is the easiest way to place certain objects.

    • @anandev
      @anandev  7 місяців тому

      Woah! Thank you so much for letting me know! I'm glad the video was useful 😃 Yes, you are right! Splines are really good for placing mass objects, and certain mechanics!

  • @einzelmännchen
    @einzelmännchen 7 місяців тому +1

    This tutorial is so on-point and clear, it's actually better than most of the documentation you see in the unity world! Your nice and short presentation style saved me a lot of time! Thank you! You have a new subscriber! 👌

    • @anandev
      @anandev  7 місяців тому

      Wow! Thank you so much!! This means a lot. Unity docs for splines are really not the best and the scripting api also lacks useful functions that existed in the previous splines. But I'm still glad I have made this video!

  • @sabrina0013
    @sabrina0013 9 місяців тому +2

    This is a great tut on its own but I'm so impressed by how much you've responded to the comments. Thanks for being a gift to the community!

    • @anandev
      @anandev  9 місяців тому

      I just woke up to this and you have no idea how much this means to me 😭❤️ Thank you soo muchh for your kind words!

  • @daveberry6599
    @daveberry6599 5 місяців тому +1

    Been trying to understand this for 2 days now and you have just answered it all for me in 10 mins. Thank you!!!!!

    • @anandev
      @anandev  5 місяців тому

      Thank you so much! I'm glad the video was helpful ☺️

  • @UsmanArshad-e9q
    @UsmanArshad-e9q 5 місяців тому +1

    Amazingly distributed, clean and clear and to the point explaination. Great Work!

    • @anandev
      @anandev  5 місяців тому

      Thank you so much 😊 This means a lot

  • @adrianvoogd
    @adrianvoogd 2 місяці тому +1

    Thank you so much, this is a reference tutorial in my opinion!

    • @anandev
      @anandev  2 місяці тому

      Aw! Thank you very much! I'm glad the video is useful!

  • @dustintaub
    @dustintaub Рік тому +5

    Thank you!!! I've been going crazy trying to figure out the newer version of Splines and the official documentation is really lacking. Your custom animate along a spline is exactly what I needed.

    • @anandev
      @anandev  Рік тому

      Yayy!!! I'm glad the video was useful! Yes, the documentation was really lacking.

  • @ivancarranza2473
    @ivancarranza2473 4 місяці тому +1

    Thanks for this video. I'm learning Unity and this is a great tool. I hope there are other Unity videos in your channel.

    • @anandev
      @anandev  4 місяці тому

      Yay! I'm glad the video was helpful ☺️ Yes, there are more videos on Rigidbodies and Colliders on my channel which could be very useful, especially if you are starting out!

  • @patrickbielau6919
    @patrickbielau6919 12 днів тому +1

    Great vid! On point, understandable and easy to follow. My recommendation for the custom script: rather than setting to 0f, if the value is greater than 1: reduce by one. reduce minimal error :)

    • @anandev
      @anandev  12 днів тому

      Woah didn't know that! I will keep it in mind next time... Also, thank you so much it means a lot 🥹

  • @VyvyanTheGreat
    @VyvyanTheGreat 3 місяці тому +1

    Exactly what I needed! Thank you!

    • @anandev
      @anandev  3 місяці тому

      I'm glad it was useful ☺️☺️

  • @akshaykhandizod8945
    @akshaykhandizod8945 9 місяців тому +1

    Great spline video. A must see video when starting to work on Splines in Unity

    • @anandev
      @anandev  9 місяців тому +1

      Woah!! Thank you so much! I'm glad you think so!

  • @Kinosei30
    @Kinosei30 Рік тому +2

    Thank you so much, this video should be in Unity's documentation.

    • @anandev
      @anandev  Рік тому

      Haha! I'm glad the video was useful!

  • @starcatria1188
    @starcatria1188 Рік тому +1

    Thankyou for this amazing explanation :) Started doing unity last minute for a hackathon and this was really helpful!

    • @anandev
      @anandev  Рік тому +1

      Yay! :D I'm glad this was useful! All the best for the hackathon!

  • @muhammadhafizh4819
    @muhammadhafizh4819 9 місяців тому +1

    Thanks for the tutorial, it's so informative for this new package. I'm using it on 2D project, and it's usable

    • @anandev
      @anandev  9 місяців тому +1

      Thank you so much! It's good to know that it works on 2D too! Best wishes for your project and I'm glad I could help!!

  • @dailyrizzics
    @dailyrizzics 4 місяці тому +1

    Amazing content! Highly appreciate the information. Thanks man!

    • @anandev
      @anandev  4 місяці тому

      Thank you so much! I'm glad it was useful!

  • @bomfirit75
    @bomfirit75 9 місяців тому +1

    Love the sound effects. And the video. :)

    • @anandev
      @anandev  9 місяців тому

      Yay, thank you! I'm glad you love it!!! ♥️

  • @ThiagoCunha
    @ThiagoCunha 8 місяців тому +1

    The move along splines script will be awesome for on-rails shooters.
    Using splines as paths, I believe it should be easy, in an array of splines, get the last knot in the current spline and the first knot in a subsequent spline, to make some branching paths.

    • @anandev
      @anandev  8 місяців тому

      Yes I agree. It is not that complex to use splines as paths. The method you suggested would definitely work. You may need a new script for a mechanic to choose either left or right. But it should not be that hard.

  • @payasoprince9333
    @payasoprince9333 11 місяців тому +1

    This is good stuff, bro. Thanks!

    • @anandev
      @anandev  11 місяців тому

      Thank you so much. I'm glad you liked it 🤗

  • @v0ltdev
    @v0ltdev Рік тому +6

    Personally I find the spline extrude component usefull for creating cables and wire stuff but I wish it would have more versatility by allowing you to extrude more types of meshes other then just tubes, atm you need to make custom scripts to generate stuff like roads and rivers along a unity spline, it would be nice if you do a tutorial on that if you figure out how to.

    • @anandev
      @anandev  Рік тому +2

      I would prefer creating cables and wires on Blender, because it works well over there and it's easy when it comes to adding materials and stuff. It is indeed possible to create roads amd stuff with this spline. I'll try looking into it.

  • @jsparger
    @jsparger 9 місяців тому +1

    This is great. Thank you.

    • @anandev
      @anandev  9 місяців тому

      You're welcome 🤗 I'm glad you think so

  • @Twoshotsofespressi
    @Twoshotsofespressi 10 місяців тому +2

    such a well explained tutorial! Easy to follow and helping to understand the spline package even for a newbie like me ;)
    I want to use the spline component to switch to another splinecontainer when a gameobject enters a trigger, could you explain how to access that via script?
    Certainly its totally easy and I'm just blind how to change the targeted spline via trigger 😅

    • @anandev
      @anandev  10 місяців тому +1

      Thank you so much!! I'm glad the video was useful 😃
      OnTriggerEnter(), you would say something like currentSpline = other.GetComponent().Spline
      Assuming "other" would be the trigger GameObjects which contains the spline. And currentSpline to be the target spline reference that you want to.
      Essentially you can call GetComponent() to get the Spline component, and then .Spline or .Splines[index] to get your spline

    • @Twoshotsofespressi
      @Twoshotsofespressi 10 місяців тому +1

      @@anandev
      thank you so much for your fast answer! did the triggerfunction as you described above, but I'm a totally newbie to scripting so I dont know how to write the line with the .spline part. 😅
      looked it up while playmode, so the container switches but the gameobject does not switch to other spline.

    • @anandev
      @anandev  10 місяців тому

      Hey good job, this is how you learn! The documentation is garbage to be honest. Once you get the container, then you'd have to move the object to that spline manually.
      So like, transform.position = currentSpline.Spline.knots[0].position
      Or you need to figure out an algorithm to find the closest knot (which is of type BezierKnot).
      There used to be functions for these in Splines 1. No longer there in Splines 2.0. Don't know why they decided to make things harder.

  • @5q11
    @5q11 Рік тому +3

    Great video! Would appreciate more content on Splines, as there isn't much online right now. Id be interested how can we use Splines to create connectors between nodes like in ShaderGraph or visual programming use cases: two movable objects connected by a smooth spline line.

    • @anandev
      @anandev  Рік тому +1

      Thanks! I'm glad the video was useful!
      I am coming up with a mesh extrude script to replace Spline Extrude. We'll be able to extrude roads or custom meshes instead of extruding only pipes.
      A connector spline, would have its two end points updated based on the position of the two moving objects. And the spline's tangents would be perfectly parallel to the X axis and must be of equal length.
      We can get the splines Enumerable, and convert it to an actual list (there is a function called Enumarable.ToList(), or something like that ) Then get the one and only spline, get its knots (which are the spline points), and iterate through it and call SetPosition() to update the spline points. And the angle of tangents could probably be saved to a spline prefab (so you may not have to change it in code) and then set its length based on a float value.

    • @5q11
      @5q11 Рік тому +1

      @@anandev Thanks for the detailed answer! This gives me ideas to try.

    • @anandev
      @anandev  Рік тому

      @@5q11 🤗

    • @5q11
      @5q11 Рік тому +1

      @@anandev Had time to try this approach and it seems to have worked! Thanks once again. Now I can move forward with that game concept idea I had.

    • @anandev
      @anandev  Рік тому

      I'm glad that worked! I'm sure you'll make it awesome

  • @normioffi
    @normioffi 3 місяці тому +1

    I have a question, when I instantiate the mesh, do you know how to align them perfectly each other? Because I was trying to make a railway, and when I start a turn, they're not aligned together to make a smooth turn...

    • @anandev
      @anandev  3 місяці тому

      To make a smooth turn, it's not currently possible with Splines 2.0 unfortunately 😭 I don't know why they haven't tried working on that feature which is extremely useful!
      Let me see if I could do something about it, make a custom script with it or something. It might take a while, If I do find a solution, I'll come back to this comment and will let you know.

    • @anandev
      @anandev  2 місяці тому

      @normioffi I have made a new package for the splines that fixes your issue! I am sorry things took time, had a lot of personal problems. You can check out my latest video on how to use it:
      ua-cam.com/video/oqk83_P8kfM/v-deo.html

  • @random_precision_software
    @random_precision_software 7 місяців тому +1

    Just subscribed and hope you do more videos soon !

    • @anandev
      @anandev  7 місяців тому

      Thank you so much! What type of videos would you like to see??

  • @mattsithknight1530
    @mattsithknight1530 Рік тому

    Brilliant video and tutorial, thankyou very much. Subscribed!

    • @anandev
      @anandev  Рік тому

      Thanksss! I'm glad this video was helpful.

  • @bluzenkk
    @bluzenkk Рік тому +1

    very helpful, thank you!

    • @anandev
      @anandev  Рік тому

      I'm glad it was helpful! 😁

    • @anandev
      @anandev  Рік тому

      I'm glad it was helpful! 😁

  • @BoyanAtPunchev
    @BoyanAtPunchev Рік тому +1

    Great tutorial! But what do I have to do if I want the GameObject to stop at every knot? I'm struggling to find any information about this...

    • @anandev
      @anandev  Рік тому +3

      Thanks! You can use the SplineContainer class to get the reference to the spline. Ideally you should create a SplineData script on the spline, and create a Vector3 List to get all knot positions, and rotations (you may need them).You may use a foreach loop to set it.
      foreach (Spline s in spline.Splines)
      {
      List knots = s.Knots.ToList();
      foreach (BezierKnot knot in knots)
      {
      knottPositions.Add(knot.Position);
      knotRotations.Add(knot.Rotation);
      }
      if (s.Closed)
      {
      knotPositions.Add(knots[0].Position);
      knotRotations.Add(knots[0].Rotation);
      }
      }
      }
      Then in your object prefab that moves, you could use a coroutine to start moving. and you get the appropriate knot position from the SplineData class we created, and when we reach that position, or better, when the distance between the object and the knotPosition is less than a small threshold, you wait. Looks something like this:
      IEnumerator SplineRunWait()
      {
      //Move the object towards knot
      if(Vector3.Distance(transform.position, targetKnot)

    • @BoyanAtPunchev
      @BoyanAtPunchev Рік тому +2

      @@anandev Thank you so much for this! This is maybe the easiest way to move an object on a spline from all the tools I've tested!

    • @anandev
      @anandev  Рік тому +1

      @@BoyanAtPunchev I'm glad I could help! By the way, you would need to use a while loop inside the coroutine so that it works forever. Forgot to add that :D

  • @doge9203
    @doge9203 8 місяців тому +1

    very nice

    • @anandev
      @anandev  7 місяців тому

      Thank you very much 😊

  • @brotkrumeleintopf7749
    @brotkrumeleintopf7749 10 місяців тому +1

    is there a way to manipulate normals of a spline so my object which is following the spline is rotating in a custom manner?

    • @anandev
      @anandev  10 місяців тому

      There is no field called "normals" for the Knots in Splines. Instead, there are tangents for individual knots (points). So you could use a foreach loop to iterate through each knot and get its tangents (there will be tangents for a knot). So the normal that you are looking for could probably be the cross-product of the two tangents on each point.
      So something like:
      foreach (BezierKnot knot in currentSpline.knots)
      {
      Vector3 normal = Vector3.Cross(knot.TangentIn, knot.TangentOut).normalized;
      //NOW YOU DO MANIPULATE THE NORMAL
      normal = UpdateNormal(normal);
      //NOW YOU NEED TO UPDATE THE TANGENTS BASED ON THE UPDATED NORMAL TO RESET THE SPLINE
      //You can use the cross product here are well probably
      knot.TangentIn = Vector3.Cross(normal, knot.TangentOut).normalized;
      knot.TangentOut = Vector3.Cross(knot.TangentIn, normal).normalized;
      }
      I'm not sure if this should work, but theoretically in my head this is supposed to work. If you don't have the need to find the normal, instead just update the spline, you could update just the tangents instead. Hope this helps! 😁
      Edit: You could also adjust a single knot as well by finding the closest point Index, but you would still need a foreach loop to find that closest point using Vector3.Distance(). Then you could Index into currentSpline.knots! Like:
      currentSpline.knots[closestPointIndex]

    • @brotkrumeleintopf7749
      @brotkrumeleintopf7749 10 місяців тому

      @@anandev thank you very much for your detailed answer! Have not thought about that approach yet👀

    • @anandev
      @anandev  10 місяців тому

      @@brotkrumeleintopf7749 That's ok.. Don't stress on it. I'm super into problem-solving. I love doing it.

  • @bruhvioli
    @bruhvioli Рік тому +2

    Is there somewhere I can find more info on a player jumping on and off of splines like a grind rail? I have my player jumping on with a spherecast but I don't know how to start moving from the point of contact and continuing movement in the correct direction... There are no tutorials on this anywhere its crazy lol.. any help would be greatly appreciated. Anyways thank you for this spline intro tut - it got me in the right direction 👍

    • @anandev
      @anandev  Рік тому +1

      Thank you so much!! I'm glad my video helped! For the snapping, you'd have to find the closest distance on the spline and then set the position of the player to that position (it's a bit of thinker, but chatGPT would give you the algorithm to find that, if you can't figure it out) Next, you can enable a component on the player, that lets them move along a spline (you could use the custom script mentioned in this video, and control it via Input), You can get the right direction by rotating the forward vector of the player using a simple check like I did in the video, you may also try to find the tangents of the spline to make it smoother. Hope this helps! 😊

    • @bruhvioli
      @bruhvioli Рік тому +1

      thank you @@anandev this advice is keeping me going - looking forward to your new content 👍

    • @anandev
      @anandev  Рік тому

      I hope you cracked your case, Sherlock!

    • @bruhvioli
      @bruhvioli Рік тому +1

      @@anandev lol I bring shame to the sherlock name.. and my sidekick (chatgpt) doesn't know much about the new spline package. Nobody on unity forums know either. I'm instantiating colliders along the spline then using a spherecast hit to get my point of contact and trying to move along the spline in the correct direction from that point. Below is my script. The problem is calling the spline script at runtime from a collider instantiated by it because instantiated gameobjects are not children of the spline.
      void Update()
      {
      RaycastHit grindHit;
      if(Physics.SphereCast(transform.position, pm.playerHeight * 0.5f, -transform.up, out grindHit, 2f, pm.whatIsGrind))
      {
      grinding = true;
      closestNode = grindHit.collider.transform;
      }
      else
      {
      grinding = false;
      }
      if(grinding && !pm.exitingGrind)
      {
      distancePercentage += pm.moveSpeed * Time.deltaTime / splineLength; // tried adding closestNode in different places with no luck
      Vector3 currentPosition = spline.EvaluatePosition(distancePercentage);
      transform.position = currentPosition + new Vector3(0,2.5f,0f); // to make the player stay above the grind
      Vector3 nextPosition = spline.EvaluatePosition(distancePercentage + 0.05f);
      Vector3 direction = nextPosition - currentPosition;
      }
      pm.grinding = grinding; // so my player script knows im in grinding state
      }

    • @anandev
      @anandev  Рік тому

      closestNode could be actually a point on the spline instead of grindHit.collider.transform. You could use a for loop to iterate through the points on the spline, and calculate the distance from a point, and choose the point on fhe spline with the shortest distance.
      I am currently not in front of a computer. I believe I have the code for that in one of my stupid projects.

  • @BasicXrazor
    @BasicXrazor 9 місяців тому +1

    Is it possible to script this in a way so that it can be used for an on rails game where the player character can move forward or backward on the spline with key inputs?

    • @anandev
      @anandev  9 місяців тому

      Yes definitely! In the custom script section of the video, there is the distancePercentage variable we make inside Update(). I believe we can just multiply it with our input value to make it move on Input. Something like:
      distancePercentage+= (Input.GetAxis("Vertical") * speed * Time.deltaTime)/splineLength;
      Let me know if it works 🤗

    • @BasicXrazor
      @BasicXrazor 8 місяців тому +1

      ​@@anandev It works pretty well. My goal now is currently trying to figure out how to set it up so that the player can choose different paths to walk on when at a junction or crossroad. So far, I'm thinking if it's possible If I can create more splines in the spline container and then have it so that when the player run into a trigger box, you can manually select which splines from the container that the player could follow.

    • @anandev
      @anandev  8 місяців тому

      @@BasicXrazor I'm glad it works. Yes, that sounds like the most direct way to do that. I'd recommend looking into the game Choo Choo Charles for reference. The developer did something similar and used splines (but in Unreal) to create railway tracks. There is a mechanic in the game to pull a lever to go left or right in spline junctions. It would be wise to study it and add some twist to it. Just a suggestion though!

  • @sphelelelubanyana1750
    @sphelelelubanyana1750 9 місяців тому +1

    I want to dynamically create a spline and add knots

    • @anandev
      @anandev  9 місяців тому

      Yes it is definitely possible. You can create a "Spline" instance in your script, and there is a property called Spline.knots which is a List of type 'BezierKnot'. You may add elements to this list dynamically and create the spline you want. I think you would have to update the tangents of each knot, to add curvature to the spline as well. Let me know if you need more help!

  • @thomaslefebvre5848
    @thomaslefebvre5848 10 місяців тому +1

    Thank you very much for this video, very well explained. Do you think it's possible to recover the spline angle at the same time? I've tried it with " float angle = Vector3.Angle(nexPosition, transform.forward);" but it gives me weird data.

    • @anandev
      @anandev  10 місяців тому

      Thank you soo much!! I'm glad the video helped!
      Yes it is indeed possible. It only makes sense to find the angle between two vectors that are directions, and they should meet at some point. Transform.forward is a direction but nextPosition is not (Even though they are both vectors). Therefore, you'd probably need the direction to that nextPosition and find that angle.
      Something like:
      float angle = Vector3.Angle(nextPosition - transform.position, transform.forward);
      Let me know if this works. Hope this helps!!

    • @thomaslefebvre5848
      @thomaslefebvre5848 10 місяців тому +1

      Thank you very much, it doesn't work but in any case I think I'm going to go with paths rather than splines because I need my object to have gravity. Thanks again@@anandev

    • @anandev
      @anandev  10 місяців тому +1

      @@thomaslefebvre5848 Totally cool. Unity Splines is not that great, there are better alternatives. Good luck for the project!!

  • @עמיתפייג
    @עמיתפייג Рік тому +1

    great tutorial

    • @anandev
      @anandev  Рік тому

      Thanks! I'm glad this was useful!

  • @mrjey2417
    @mrjey2417 5 місяців тому +1

    Thank you ...

    • @anandev
      @anandev  5 місяців тому

      You're welcome!

  • @omargaber3122
    @omargaber3122 11 місяців тому +1

    We want to know about road construction

    • @anandev
      @anandev  11 місяців тому +1

      I don't think it's possible at the moment with Splines 2.0, and Unity is not updating it regularly. I tried creating a script for it, but my logic required getting the edge data from Meshes, which Unity doesn't store.
      You could try it by procedurally creating a mesh along the spline, it's possible, but a tough nut to crack.
      I'd recommend creating roads using curves on Blender, or purchasing an asset from the store for now.

  • @oscarsalazar7882
    @oscarsalazar7882 Рік тому +1

    @AnanDEV please help, my Splines go down each iteration, do you have an idea to solve this?

    • @anandev
      @anandev  Рік тому +1

      I can't really say much because I would need much more info. But initial guesses include, check for any sort of parenting in the hierarchy. You should also check if there exists any unwanted Rigidbody component in the spline gameobject or something. When in doubt, try creating a new project, import the splines, and try to recreate that issue. Check for the differences in the project, and take notes of what's happening.

  • @ButterDog11
    @ButterDog11 11 місяців тому +1

    How can I join two different splines together?

    • @anandev
      @anandev  11 місяців тому +1

      I'm not sure if it is possible to do that without using a custom editor script (at the moment). An alternative would be to copy all BezierKnot data (spline points) from the inspector, and then manually add new points via the inspector, and then paste these values.
      If you do know your way around code, use a foreach loop to iterate through all BezierKnot in SplineContainer.spline.knots (of the second spline), and then Add those points to the first spline. You'd still need to use an Editor script to make that happen in the editor.

  • @ghaxxx8883
    @ghaxxx8883 Рік тому +1

    thank youu

  • @AbGaming-oq1hk
    @AbGaming-oq1hk 5 місяців тому +1

    Hey Brother Why you Said last Word it is Danger for use What Happen I not to be Understand it

    • @anandev
      @anandev  5 місяців тому

      If you create a mesh and then use spline extrude, it actually updates the mesh file itself. If you want to make changes, and if you did not have a copy of the original mesh, then all data is lost.

    • @anandev
      @anandev  5 місяців тому

      It is better to create complex meshes in Blender itself. Right now, Spline Extrude is only useful to create pipes.

  • @Unity_Tutorial_Games
    @Unity_Tutorial_Games Рік тому +1

    good

    • @anandev
      @anandev  Рік тому

      Thank you so much!

  • @mateusdsp6871
    @mateusdsp6871 9 місяців тому +1

    Top video!
    Jesus is coming back, God bless!

    • @anandev
      @anandev  9 місяців тому

      Thank you so much! Let there be Light 🤗❤️

  • @lohitsai12
    @lohitsai12 4 місяці тому +1

    Everyone says, BEST TUTORIAL EVERRRRR, Then why tf nobody teaches road/ramp smooth spline for f*ck's sake. THESE SPLINES TUTORIALS ARE ALL THE SAME BASIC TUTORIALS, MAKE ADVANCED VIDEOS ABOUT SPLINES, MESH GENERATION, ROAD SYSTEMS, RAMP SYSTEMS, MAKE A ROLLER COASTER EXAMPLE FOR PEOPLE TO UNDERSTAND ABOUT SPLINE INSTANTIATE WITH OBJECTS

    • @anandev
      @anandev  4 місяці тому

      I hope you are okay ♥️
      This is an introduction tutorial. If you want a more advanced tutorial you may request it.