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Paths

A path is a curve you draw from points. It does two quite different jobs, and it is worth knowing both:

  1. A shape — sweep a profile along the curve and you get a pipe, a rope, a road, a railing, a ribbon, a neon tube.
  2. A route — send an object along it with the follow-path step: a train, a camera move, a patrolling guard.

The points are stored relative to the object, so moving, rotating or scaling the object carries the whole path with it.

Shaping the curve

SettingDoes
pointsthe points the curve runs through
curvesmooth rounds through them, linear joins them with straight segments
tensionhow tightly a smooth curve hugs its points
closedjoin the end back to the start — a loop

Turning it into a shape

By default a path is invisible — just a route. It becomes geometry in one of two ways.

As a tube: give it a radius above zero and you get a round tube along the curve. radialSegments controls how round it looks, tubularSegments how smooth it is along its length.

As a swept profile: pick a profile (circle, rectangle or star) and that outline is carried along the curve.

SettingDoes
profileSizehow big the outline is
sidescorners on a circle or points on a star
ringhollows the profile out — 0 solid, approaching 1 a thin shell
arcbelow 360° the outline opens into a slice
rotation · twistthe profile's angle at the start, and how much it turns by the end
startScale · endScaletaper from one end to the other
depth · offsetwhich share of the path is covered, and where it begins
capsflat or rounded ends
This is where the interesting shapes come from

A hollow rectangle profile with a twist gives you a spiral duct. A star with a ring makes a cable channel. A circle tapering to nothing produces a horn or a tentacle. depth below 1 lets you animate a shape drawing itself along its own path.

Using it as a route

A path belongs to its own object. To send something along it, put a Fly along path step on the thing that should travel, and point its path field at the object carrying the curve.

SettingDoes
paththe object holding the curve
durationhow long one pass takes, in seconds
looponce, a number of times, or forever
orientturn to face along the curve as it goes
reversetravel the other way

Stop path flight stops it again.

A patrol route in three steps

Make an empty object, draw the path on it, then give your guard a Fly along path step pointing at it with loop: forever and orient on. Several guards can share one path — start them apart by giving each a different duration, or by delaying their start.

Because the curve belongs to its object, moving that object moves the whole route. A patrol path parented to a moving platform keeps working when the platform moves.


Next: Your first script — if you want more control.