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May 12 at 9:42 comment added Aridane Álamo Why not use the splines to generate a collider programatically?
S Dec 27, 2022 at 14:06 history bounty ended CommunityBot
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Dec 22, 2022 at 3:28 comment added user122973 It would be much easier, computationally wise, to use AABB, quadtree, or octree for broad detection and a math formula for the local check. Splines are interpolated, fine for drawing, but making them much more complicated to calculate collisions upon. Sorry, little bit of misery on your part could make the difference between playable and unplayable on lower-end hardware,
Dec 19, 2022 at 12:44 history edited Saturn CC BY-SA 4.0
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S Dec 19, 2022 at 12:40 history bounty started Saturn
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Dec 17, 2022 at 4:26 comment added Saturn @DMGregory I definitely want to somehow use Splines because of their ease of use when "drawing" areas. The solutions such as collider composition or 2D projection work but they make my life miserable when setting up the many (very) irregular areas I want.
Dec 16, 2022 at 18:07 comment added DMGregory It sounds to me like you want to ask "How to detect when the player has entered an irregularly-shaped area?" - you have one idea of how to do it, using splines, but that might not be the best solution. Using that proposed solution as the basis of your question will tend to attract only answers about that method, and exclude alternatives. So if you don't have a hard requirement to solve this with Unity splines, I'd recommend rephrasing your question to ask for a solution to the root problem without presuming that solution should use that specific library.
Dec 16, 2022 at 13:06 history asked Saturn CC BY-SA 4.0