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Splines

Splines are curves made of knots (points) with handles that control how the curve bends between them. In World Toolkit they're the backbone of almost everything: roads, building footprints, terrain stamps, spawners, decals and spline-based primitives all start from a spline.

World Toolkit uses its own spline system, the Spline Container component, and every module edits it with the same controls.

Where to edit splines

  • In the Edit tab of the More module of the World Toolkit window, click Edit Splines. While you edit, the button reads Exit Editing Splines: click it again to stop.
  • Or turn on Always Show Splines in the Spline Settings. You can then click a spline's line in the Scene view to select it, and double-click a selected spline to start editing it.

While editing, Unity's tool context switches to WTK: Splines, and two panels appear in the Scene view: New Splines for drawing new splines, and Selected Knots for the knots you pick. The Roads, Buildings and Terrain modules use the same controls to edit their own splines.

Stop editing

Press Esc while you aren't drawing a spline to leave spline editing. The context tips panel sums up the mouse controls while you edit.

In this section

  • Spline Container


    Draw splines knot by knot, freehand or as shapes, edit their knots and handles, and store extra data along them.

  • Point Anchors


    Keep an object attached to a point on a spline, following its position, direction and scale.

  • Link Groups


    Tie knots of different splines together so they always move as one.

  • Spline Settings


    How splines and knots are drawn, which containers you can edit, and how often splines refresh while you drag.