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Question by Sylon87 · Oct 02, 2018 at 02:31 PM · c#scriptingbasicsmathcurvecurved path

moving forward after bazier curve

hello. actually I have this script, i'm able to turn in a bazier curve, but a cube can't continue moving in the direction where it is facing... someone can tell me what i'm doing wrong? i'm also getting an error that said me "rrays is out of range"

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Bezier : MonoBehaviour 
 {
     [SerializeField]
     private GameObject cube;
     //private LineRenderer lineRenderer;
     [SerializeField]
     private Transform point0,point1,point2;
     public Vector3[] positions = new Vector3[50];
     private int numOfPoints = 50;
     private int currentIndex;
     private Vector3 currentPos;
     private float _speed = 5.0f;
     private bool curvato;
 
     // Use this for initialization
     void Start () 
     {
         //lineRenderer.positionCount = numOfPoints;
     }
     
     // Update is called once per frame
     void Update () 
     {    
         //DrawLinearCurve();
         DrawQuadraticBazierCurve();
         if ( curvato)
         moveToward();
     }
 
     private void DrawQuadraticBazierCurve()
     {
         for (int i = 1; i <= numOfPoints; i++)
         {
             float t = i / (float) numOfPoints;
             positions[ i - 1] = CalculateQuadraticBezierPoint(t,point0.position,point1.position,point2.position);
         }
         Vector3 standpos = positions[currentIndex] - cube.transform.position;
         cube.transform.rotation = Quaternion.LookRotation(standpos);
         cube.transform.position = Vector3.MoveTowards(cube.transform.position,positions[currentIndex],_speed * Time.deltaTime);
         if (cube.transform.position == positions[currentIndex])
         {
             currentIndex++;
             Debug.Log(currentIndex);
             if(currentIndex > numOfPoints - 1)
             {
                 Debug.Log("done!");
                 curvato = true;
             }
         }
 
         
     }
     private void moveToward()
     {
         Debug.Log("entrato!");
         cube.transform.position +=  transform.forward * _speed * Time.deltaTime;
     }
 
     /*private Vector3 CalculateLinearBezierPoint (float t, Vector3 p0, Vector3 p1)
     {
         return p0 + t * (p1 - p0);
         // P = P0 + t ( P1 - P0 )
     }*/
     private Vector3 CalculateQuadraticBezierPoint (float t, Vector3 p0, Vector3 p1, Vector3 p2)
     {
         float u = 1 - t;
         float tt = t * t;
         float uu = u * u;
         Vector3 p = uu * p0;
         p += 2 * u * t * p1;
         p += tt * p2;
         return p;
         // B(t) = (1-t)2P0 + 2(1-t)tP1 + t2P2 
     }
 
 }
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Answer by LCStark · Oct 02, 2018 at 03:02 PM

Where do you get this error? Is it this line?

Vector3 standpos = positions[currentIndex] - cube.transform.position;
I don't see you initializing the currentIndex anywhere in your code. In your Start method set its value to 0.
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avatar image Sylon87 · Oct 02, 2018 at 03:12 PM 0
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No, i’m. Getting it here

 Vector3.$$anonymous$$oveTowards(cube.transform.position,positions[currentIndex],_speed * Time.deltaTime);
avatar image LCStark Sylon87 · Oct 02, 2018 at 03:16 PM 0
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Looks like the same problem - currentIndex is out of range of the positions array. You could put a Debug.Log to check for its value before that line. You still might want to initialize it to 0, though.

avatar image Sylon87 LCStark · Oct 02, 2018 at 10:09 PM 0
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well, it's not going out of range anymore but I is still freeze after the curve and doesn't continue with move forward...

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