Asset pending release
Documentation is a draft, and does not relate to the preview version.
3.3.Masking
The masking feature is a powerful way to prevent objects from spawning near or within other splines. For example, a path that runs through a line of boulders or a clearing in a forest.
Masks are 2D (XZ) in nature, hence volumetric masking through 3D space is not possible.
To create a new mask
Go to GameObject->Splines->Spawner Mask
Or use the context menu on any Spline Container
component to create one from its splines
Masking spawned objects
On any of your Spline Spawner
components, you can specify which masking layers need to be taken into account.
You can adjust a minimum distance away from the spline curve, as well as a falloff.
As objects respawn, they’ll be ommited from the Spline Mesher Mask
components that are on these layers!
An object is masked based on its pivot point position, relative to masking splines. This means large objects may appear to overlap onto masked areas anyway.
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