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KimYC1223 authored Sep 10, 2020
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Expand Up @@ -18,7 +18,7 @@ You can make this car with Animator, but there are some problems.

<br>

#### 1-1 . It is difficult to handling object between keyframes.
### 1-1 . It is difficult to handling object between keyframes.

![image](https://github.com/KimYC1223/UnityPathGenerator/blob/master/ReadmeImage/figure2.png?raw=true)

Expand All @@ -30,7 +30,7 @@ But If you implement this with Unity Animator, the Animator will choose the shor

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#### 1-2 . It is difficult to move at a constant speed
### 1-2 . It is difficult to move at a constant speed

![image](https://github.com/KimYC1223/UnityPathGenerator/blob/master/ReadmeImage/figure3.png?raw=true)

Expand All @@ -52,7 +52,7 @@ But if the path is curved, It will be very hard to calculate the ratio.

<br>

#### 1-3 . Bézier Curve
### 1-3 . Bézier Curve

The common issue of problems 1-1 and 1-2 is'curve'.

Expand Down Expand Up @@ -120,15 +120,15 @@ So let's get started.

<br>

#### 3-1 . Import package
## 3-1 . Import package

3-1-1 . Download [latest release unity package](https://github.com/KimYC1223/UnityPathGenerator/releases/tag/1.0) or clone this repo.

3-1-2. Import Unity package.

---

#### 3-2 . Generate Path
## 3-2 . Generate Path

3-2-1 . In your scene, create empty gameobject. (and rename to "Path".)

Expand All @@ -144,7 +144,7 @@ So let's get started.

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##### 3-2-4-1. **Flag**
### 3-2-4-1. **Flag**

​ Put in a game object (prefab) to represent the **"Flag".**

Expand All @@ -156,9 +156,9 @@ So let's get started.

***(This is the same role as P0 and P2 in the picture above.)***

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##### 3-2-4-2 . **Start Flag**
### 3-2-4-2 . **Start Flag**

​ Put in a game object (prefab) to represent the **"Start Flag"**

Expand All @@ -168,9 +168,9 @@ So let's get started.

**Start Flag is the 0th Flag (FlagList[0]), which is the point where the object will start first.**

<br><br>
<br>

##### 3-2-4-3 . **Angle**
### 3-2-4-3 . **Angle**

​ Put in a game object (prefab) to represent the **"Angle"**

Expand All @@ -184,9 +184,9 @@ So let's get started.

***(It is the same role as P1 in the picture above.)***

<br><br>
<br>

##### 3-2-4-4 . **Guide**
### 3-2-4-4 . **Guide**

​ Put in a game object (prefab) to represent the **"Guide (Path)"**

Expand All @@ -196,29 +196,29 @@ So let's get started.

**Guide visually expresses the path determined through Flags and Angles.**

<br><br>
<br>

##### 3-2-4-5 . **Is Close**
### 3-2-4-5 . **Is Close**

​ choose path type (Closed path or open path).

​ If this is true, auto connection between head of Flag List and tail of Flag List.

<br><br>
<br>

##### 3-2-4-6 . **Is Debug Obejct**
### 3-2-4-6 . **Is Debug Obejct**

​ Determine to show Debug Objects (Flag,StarFlag,Angle).

<br><br>
<br>

##### 3-2-4-7 . **Is Debug Line**
### 3-2-4-7 . **Is Debug Line**

​ Determine to show Debug Lines (Guide).

<br><br>
<br>

##### 3-2-4-8 . **Path Density**
### 3-2-4-8 . **Path Density**

![figure11](https://github.com/KimYC1223/UnityPathGenerator/blob/master/ReadmeImage/figure11.gif?raw=true)

Expand All @@ -230,15 +230,15 @@ So let's get started.

​ The recommended value is 30.

<br><br>
<br>

##### 3-2-4-9 . **FlagList**
### 3-2-4-9 . **FlagList**

​ List of Flag. FlagList's Length should always be at least 2.

<br><br>
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##### 3-2-4-10 . **AngleList**
### 3-2-4-10 . **AngleList**

​ List of Angle. AngleList's Length should always be equal FlagList's Length.

Expand All @@ -262,7 +262,7 @@ So let's get started.

---

#### 3-3 . Move Object
### 3-3 . Move Object

3-3-1 . Create object to move.

Expand All @@ -276,45 +276,45 @@ So let's get started.

---

##### 3-3-4-1 . **EndEvent()**
### 3-3-4-1 . **EndEvent()**

​ Input the function to run when it arrived final destination.

**Remember!** If the path is closed loop, there is no final destination.

<br><br>
<br>

##### 3-3-4-2 . **Path**
### 3-3-4-2 . **Path**

​ Input the object with "Path Generator" component.

​ This object will move along this path.

<br><br>
<br>

##### 3-3-4-3 . **Speed**
### 3-3-4-3 . **Speed**

​ Speed of movement. **too high value can cause objects to behave erratically.**

<br><br>
<br>

##### 3-3-4-4 . **Turning Speed**
### 3-3-4-4 . **Turning Speed**

​ Speed of rotation. **too high value can cause objects to behave erratically.**

<br><br>
<br>

##### 3-3-4-5 . **Is Loop**
### 3-3-4-5 . **Is Loop**

​ If the path is opened and this value is true,

​ the object teleport at Start Flag when it arrived final destination.

**Remember!** If the path is closed loop, there is no final destination.

<br><br>
<br>

##### 3-3-4-6 . **IsMove**
### 3-3-4-6 . **IsMove**

​ If this value is false, object doesn't move.

Expand All @@ -334,7 +334,7 @@ So let's get started.

## 4 . Examples

#### 4-1 . Auto Driving
### 4-1 . Auto Driving

There may be many examples, but the best example is to create an object that runs along a given track.

Expand All @@ -352,7 +352,7 @@ With a little modification, you can implement a car that moves naturally even th

<br>

#### 4-2 . Planet Movement
### 4-2 . Planet Movement

![figure17](https://github.com/KimYC1223/UnityPathGenerator/blob/master/ReadmeImage/figure17.gif?raw=true)

Expand All @@ -368,13 +368,11 @@ This script also allows you to create circular paths and elliptical orbits like

## 5 . QnA

#### 5-1 . My Git Blog
### 5-1 . My Git Blog

Thanks for read! check out [my blog](https://kimyc1223.github.io/) too !

<br>

#### 5-2 . Contact
### 5-2 . Contact

- Create issue in [this repo](https://github.com/KimYC1223/UnityPathGenerator/issues)
- [email protected]
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