01-13-2014, 11:08 AM
The difference between MoveBy() and MoveByConnection() is that the latter follows connections if it found matching tags. You should be fine using just MoveBy() and have your splines in a splinegroup that the runner uses (like in the EndlessRunner example). If you're unable to find a suitable spline when the player reaches the end of it's current spline (or splinegroup), check the way you assign/choose the new spline. Perhaps there is a problem with Collider setup and/or spline picking.