02-24-2025, 04:26 PM
(02-20-2025, 06:07 PM)_Aka_ Wrote: Hi,
Have you thought about using the Spline Controller instead of recreating its behavior via code? You can control the spline controller via APi. You will only have to set the offset and speed parameters, and the controller will take care of the rest.
If coding everything yourself is indeed what you want, then, and assuming CurrentSpeed is in distance/time:
Code:Vector3 splinePoint = _splineController.Spline.InterpolateByDistance(_splinePosition, Space.World);
This change should do it. If you still have issues, please let me know.
You are totally right! I had the code done before implementing Curvy Splines 8, so I simply translated to it. I have redone the system to use SplineController instead and it works great.

