Hi,
You will have to go through all the splines, compute the distance from your point for each one of them, and then selecting the spline with the shortest distance.
To compute that distance, you will have to use the CurvySpline.GetNearestPointTF(Vector3 localPosition, out Vector3 nearest).
Here is its documentation: https://api.curvyeditor.com/520/class_fluffy_underware_1_1_curvy_1_1_curvy_spline.html#a826c07a945b2ddc06e627369c49bc5a6
Let me know if you have any other questions
Have a nice day
You will have to go through all the splines, compute the distance from your point for each one of them, and then selecting the spline with the shortest distance.
To compute that distance, you will have to use the CurvySpline.GetNearestPointTF(Vector3 localPosition, out Vector3 nearest).
Here is its documentation: https://api.curvyeditor.com/520/class_fluffy_underware_1_1_curvy_1_1_curvy_spline.html#a826c07a945b2ddc06e627369c49bc5a6
Let me know if you have any other questions
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.