Hi,
Thanks for your reply, yes I can adjust it manually using a bool variable to toggle the mesh renderer of different components.
I've attached an image showing the pipe setup how I have it at the moment. There's a flange either end of the pipe and you'll see a couple of bends to give the dogleg I need. At the moment if I enable to dogleg manually the right hand flange moves position to align with the lower bend. The straight section of pipe between the bend stretches (scales), as do the straight sections attached to the flanges.
I want the start / end gameobjects to control the overall length / width of the pipe, so I can snap the pipe to other components linking them together and keeping them connected when other components move around
I think I might have found a way of doing what I want, just trying to play with it and get it to work using Get Property to assign the position to a float, then when the float changes the arrangement adjusts for straight / dogleg pipework.
At the moment I can make it change to the dogleg but not back to straight pipe.
The most frustrating thing for me as a non-coder is i'm sure the whole thing could probably be achieved using code to loft an array of vertices along a path between the flanges, so using playmaker in this way feels like a poor option
(i do love playmaker by the way, it's a great tool!)