Unity provides standard spline asset,
use BGCurve only if Unity spline misses some feature
BGCcSweep2D [Component]
Description
Sweep a line or 2D spline(profile) along another 2D spline. This component has serious limitations (please, read below)
How it works?
Cross spline is duplicated at each split point along the main spline. The direction is calculated as cross product of Up vector and spline's tangent
Limitations
This component has 2 very serious limitations:
1) Both splines should be in 2D mode
2) At steep curves generated polygons may overlap (and mesh looks like broken)
Due to these limitations, this component has very limited use scenarios, but it still can be used as an example for building your own procedural meshes.
Parameters
splitMode
The mode for splitting a spline. 1) PartsTotal - use specified number parts for whole spline. 2) PartsPerSection - use specified number parts for each section (between 2 points) 3) UseMathData -use data, precalculated by Math component. Note, you can tweak some params at Math as well
doNotOptimizeStraightLines
Split straight lines. Straight lines are optimized by default and are not split, but you can override it with this parameter.
profileMode
Line or 2D spline
profileSpline
2D (XY) spline for Spline profile mode.
uCoordinateStart
U coordinate (normally between 0 and 1) to use at first point of profile line or spline.
uCoordinateEnd
U coordinate (normally between 0 and 1) to use at last point of profile line or spline.
swapUV
should we use U coordinate as V coordinate
swapNormals
reverse normals direction
vCoordinateScale
scale V coordinates (default is 1)
showHandles
This component supports handles in Scene View. Enable this flag to show handles. Handles are not interactive.
spheresScale
Adjust spheres scale. Each sphere represent one point of the polyline.
spheresColor
Set spheres color.
spheresCount
The number of first N points (spheres) to show. The number is restricted for performance reason.