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**NEW** Beta release 1.2.0 (See release notes at the bottom).
Spline Kit Pro allows you to easily create and sculpt paths for animating your Game Objects in Unity. Spline Kit Pro is more than just a spline tool, it's packed with many features that will allow you to choreograph all types of scenes and events.
Beta is still ongoing and the Beta price is $20.00. Once the beta is complete the price will once again be $45.00. Anyone who purchases the beta will get the final release without any additional cost.
• Standard and Sculpt edit modes for easily editing your spline.
• Standard and Sculpt edit modes for easily editing your spline.
• Easily place points along collision or anywhere else.
• Create seamless loops and easily reverse directions.
• Trigger all kinds of events anywhere on your spline (changing and blending animations, creating particle fx, sounds, instantiating prefabs, changing speed/acceleration, and calling into your own scripts). What makes these events so powerful is they can be executed on any game object in your scene (not just the one who triggered it). This flexibility allows you to synchronize all kinds of actions in your scene, allowing you to choreograph AI, physics, and anything else you can think of.
• Control of your speed. You can use a constant speed, or, add acceleration or deceleration. Use adaptive sampling to keep speed constant around tight turns. You can even extract motion from animations and use it to control the movement along the spline (no more trying to sync footsteps!). Have a character who starts out walking, then blends to a jog, then to a run? Just extract your animators motion and let it control the speed.
• Define custom rotations and scaling anywhere along the spline with "3 stage blend nodes". These nodes allow you to blend into your custom rotation/scale, then blend to a secondary rotation/scale, and then blend back to the spline rotation/scale.
• Create branches. You can choose to let Spline Kit randomly choose a path for you, tell it which path to take, or write your own logic.
• Join splines together. You can join any spline to any other spline (anywhere on that spline, not just at control points). You can have a branch off of one spline and have it join another spline, or join back to the same spline!
• Dynamically generate "lob" paths. Give Spline Kit a starting locator and 1 or more targets locators, and it will automatically generate a path (or paths, if chained) to the chosen target.
• Communicate with other game objects.
• And do all of this without having to write any code! (of course, if code is your thing, Spline Kit Pro can also call your custom scripts as well).
** NEW BETA 1.2.0 Updates **
New Features
-----------------------------
• Added storing off nodes via distance, so they don't move when modifying the spline.
• Added chaining of rotation and scale blend nodes. This means that each rotation / scale node can have multiple rotations/scales and you no longer need to try and line up multiple nodes to achieve the same effect.
• Added control point keyframe rotation. So if you prefer to just keyframe rotations on each control point, you can now do just that!
• Added parameter to adjust the spline draw resolution.
• Added IndexOf function to spline API.
• Optimized SKRandomSequence to not create a new list on every reshuffle.
• Changed SKRandomSequence to match Unity's convention of having the max be exclusive.
Bug fixes
-----------------------------
• Fixed the incorrect reporting of the first point tvalue when looped vs non-looped.
• Fixed an editor bug where minus button for omitters/receivers could be pushed offscreen.
• Fixed a Unity 5.5 warning.
• Fixed a bug in SKRandomSequence where 1 element of the sequence may be missed.
• Fixed branch random no repeat selection to include the main spline.
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