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It is going to true as soon as the path is ended so it is an input to a logic. You can use it for example with LogicSteps or in your own C# code.

You should divide the Path into two sections. You can then utilize SignalEnded, SignalStart, and possibly LogicSteps to achieve your desired outcome. Does this assist you?

Ja das ist möglich. Für den Build muss per UI oder Datenimport das setzen der Adresse programmiert werden. Dann einfach die Schnittstelle aktivieren während der Simulation und alles sollte funktionieren.

IKPath (and all inverse kinematic) is not working in WebGL.

Hello,

I've checked your scene. On part4 is a rotation on the drive which causes the issue (part7 and 8 also have small rotations). Please make sure to set up the kinematic according to our tutorial. Empty gameobjects with the correct position, drive and no rotation. Below this your mesh. Let me know if there are further issue after a changed set up.

Regards Christin

This should be OK, it is important that the pivot point of one axis is always the same as the rotation point of the axis.

It is hard to tell you what the issue is based on the information you provided. Can you send the model which is not working for you (full Unity project) via https://realvirtual.io/send?