02-04-2026, 10:29 PM
Hi,
I fixed the issue by modifying your CubeController so that the call to CubeMovement.BeginMovement is delayed to after the SplineController's initialization is finised. You can find a modified version of your CubeController attached to this post.
Explanation of the issue:
In your original code, BeginMovement was called directly after Instantiate(cube), before Unity automatically calls the SplineController's Start() method, which happens later that frame. BeginMovement would set the SplineControlle's state to "Playing", indirectly by calling Play(), but the initialization done in Start() would initialize the state to Stopped, which lead to the undesired behaviour.
I hope this helped.
If and when you feel like it, please leave a review for the asset, that helps a lot.
Have a nice day.
I fixed the issue by modifying your CubeController so that the call to CubeMovement.BeginMovement is delayed to after the SplineController's initialization is finised. You can find a modified version of your CubeController attached to this post.
Explanation of the issue:
In your original code, BeginMovement was called directly after Instantiate(cube), before Unity automatically calls the SplineController's Start() method, which happens later that frame. BeginMovement would set the SplineControlle's state to "Playing", indirectly by calling Play(), but the initialization done in Start() would initialize the state to Stopped, which lead to the undesired behaviour.
I hope this helped.
If and when you feel like it, please leave a review for the asset, that helps a lot.
Have a nice day.
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
Please consider leaving a review for Curvy, this helps immensely. Thank you.

