02-19-2019, 03:49 PM
In the method I linked to you, the second parameter, which is an out parameter, is the nearest point on the spline, in its local coordinates. Then use Unity's Transform.TransformPoint to transform the point to global coordinates.
About getting a point from a TF value, you can do that using CurvySpline.Interpolate(float tf) to transform a TF to a Vector3, in the local coordinates system of the spline.
Here is its documentation: https://api.curvyeditor.com/520/class_fluffy_underware_1_1_curvy_1_1_curvy_spline.html#a5a2733111f8c35a6be80b42887988f39
About getting a point from a TF value, you can do that using CurvySpline.Interpolate(float tf) to transform a TF to a Vector3, in the local coordinates system of the spline.
Here is its documentation: https://api.curvyeditor.com/520/class_fluffy_underware_1_1_curvy_1_1_curvy_spline.html#a5a2733111f8c35a6be80b42887988f39
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