03-25-2026, 08:36 AM
Hi,
1- Here is a WebGL demo you can interact with. All its content is part of the asset's unitypackage, so you can see exactly how it is done.
https://curvyeditor.com/demo
The controllers have an option defining what gets moved: the transform or the rigidbody (2d/3d):
https://curvyeditor.com/documentation/co..._component
When you select to apply the controller on the rigidbody, the code moves the object kinematically, using the RigidBody.MovePosition and MoveRotation methods. It does not apply forces. This allows for physical interactions, but not with the quality they would have if an AddForce method was used. You can see this in action in the webGL demo, by selecting the following scene: "Physics: Interactions while following following a spline"
2- The way vehicles were coupled in the demo scene was not using physics, but simply having a controller for every vehicle, and occasionally applying a position correction if we detected that a vehicle got closer or further from its neighbor vehicle.
3- Switches are visible in example scene """", and documented here:
https://curvyeditor.com/documentation/co...s_handling
You can find additional information regarding these points on the youtube channel too.
https://www.youtube.com/@toolbuddy
Feel free to ask questions if needed.
Have a nice day.
1- Here is a WebGL demo you can interact with. All its content is part of the asset's unitypackage, so you can see exactly how it is done.
https://curvyeditor.com/demo
The controllers have an option defining what gets moved: the transform or the rigidbody (2d/3d):
https://curvyeditor.com/documentation/co..._component
When you select to apply the controller on the rigidbody, the code moves the object kinematically, using the RigidBody.MovePosition and MoveRotation methods. It does not apply forces. This allows for physical interactions, but not with the quality they would have if an AddForce method was used. You can see this in action in the webGL demo, by selecting the following scene: "Physics: Interactions while following following a spline"
2- The way vehicles were coupled in the demo scene was not using physics, but simply having a controller for every vehicle, and occasionally applying a position correction if we detected that a vehicle got closer or further from its neighbor vehicle.
3- Switches are visible in example scene """", and documented here:
https://curvyeditor.com/documentation/co...s_handling
You can find additional information regarding these points on the youtube channel too.
https://www.youtube.com/@toolbuddy
Feel free to ask questions if needed.
Have a nice day.
Please consider leaving a review for Curvy Splines, this helps immensely. Thank you.

