Comments (1)
If I am understanding you correctly, then you can position the first point where you want the start of your line to start and then copy the position x, y, z, to the second point but add a little to one of the position values so it's not hidden by the other point...then you can just use the transform tool to move it along a specific axis to keep it in line etc. You can just do this for every point you add.
I think that if you set the control mode to "Free" then you should be able to rotate those control points to make perfect right angles too if you needed/wanted.
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Related Issues (20)
- Converting Bezier point to vertex point
- "Generating a path" has a issue HOT 1
- check if the path is intersecting with itself
- Getting constant NullReferenceException s in Unity 2022.2.10 HOT 2
- Branching/Splitting a Path HOT 1
- How can I get the distance between the first point and the last point?
- Aligning an anchor's normal angle with the rotation of another object.
- Path only works if I have path GameObject selected in hierarchy HOT 2
- Constant null reference exceptions in editor HOT 5
- Anchor & Control Points HOT 1
- CalculateClosestPointOnPathData returns NaN
- Scale PathCreator game object according to screen size.
- Path is broken in between when waypoints are in straight line
- Seamless Path switch HOT 3
- Path doesn't display when selected HOT 1
- Flip Normals Set to True
- Path Creator doesn't work on unity 2022.3 HOT 1
- Getting constant NullReferenceExceptions in Unity 2022.3.28f1 HOT 1
- "Ratio" Terminology instead of "Time"
- Path is not updated before seleecting in the hierarchy
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