public void DeserializeInto(CurvySplineSegment controlPoint, CurvySerializationSpace space = CurvySerializationSpace.WorldSpline) { if (controlPoint) { #if UNITY_EDITOR Undo.RegisterCompleteObjectUndo(controlPoint, "Deserialize"); #endif if (space == CurvySerializationSpace.World) { controlPoint.position = P; controlPoint.rotation = Quaternion.Euler(R); } else { controlPoint.localPosition = P; controlPoint.localRotation = Quaternion.Euler(R); } controlPoint.AutoBakeOrientation = Bake; controlPoint.OrientationAnchor = Anchor; controlPoint.Swirl = Swirl; controlPoint.SwirlTurns = SwirlT; controlPoint.AutoHandles = BzAuto; controlPoint.AutoHandleDistance = BzAutoDist; controlPoint.SetBezierHandleIn(BzIn); controlPoint.SetBezierHandleOut(BzOut); } }