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Fixed
Fixed in 2.X
Votes
0
Found in [Package]
2.7.1
Issue ID
SPLB-325
Regression
No
Indices for embedded Spline data are incorrect when adding new Knots in existing Splines
Reproduction steps:
1. Open the attached “UnityBugSplineDataInsertKnot.zip” project
2. Open the “OutdoorsScene”
3. Select the Spline GameObject from the Hierarchy
4. In the Inspector, expand the ‘Float Data’ property
5. Navigate to the list of Data Points (MyData > Value > Data Points)
6. Observe that the ‘Data Index (Knot)’ values go from 0 to 5 incrementing by 1
7. Go back to the Spline Knot list
8. Add a new Knot to the list by pressing the plus symbol
9. Observe the ‘Data Index (Knot)’ values again
Expected result: The ‘Data Index (Knot)’ values go from 0 to 6 incrementing by 1
Actual result: The last ‘Data Index (Knot)’ value is the same as the second to last (0, 1, 2, 3, 4, 5, 5)
Reproducible with: 2.4.0 (2021.3.45f1), 2.6.1, 2.7.1 (2021.3.45f1, 2022.3.53f1, 6000.0.28f1, 6000.1.0a6)
Reproducible on: Windows 10 (User reported), Windows 11
Not reproducible on: no other environment tested
Note:
- Adding the new Knot in the middle of Knots, for example between [2] and [3], would change to ‘Data Index (Knot)’ values to 1, 2, 2, 3, 4, 5
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Resolution Note:
Thank you for reporting this. The behavior is as designed. There isn't a one-to-one mapping between knot count and spline data points. We cannot accurately predict the user’s intent when they add a new knot—some users might want the data to scale, while others might want it to remain as initially configured. You'll notice similar behavior with the spline length indexer; extending the spline does not recalculate the distances at which data points are set. If you need the data point locations to adapt to changes in the spline, using normalized distance might be an option for your case.