Hi everyone, I’m working on a prototype for a game and I’m wondering if Curvy Splines would be a suitable solution for the movement system before I commit to purchasing it.
The basic idea is that the player controls a character that can only move along predefined tracks, similar to a train following railway tracks. The tracks can have multiple branches and junctions, but which routes are available can change depending on the player’s actions, collected items, or equipped abilities.
The main gameplay would involve reaching the end of each level while solving environmental puzzles and using different abilities to interact with the track.
Some examples include:
Most of the gameplay logic would obviously be handled through Unity, but I’m wondering if Curvy Splines could provide a good foundation for the actual track-based movement, including branching paths and switching between different splines.
Has anyone worked on something similar with Curvy Splines? Would it be a good fit for this type of movement system, or would another approach be more suitable?
The basic idea is that the player controls a character that can only move along predefined tracks, similar to a train following railway tracks. The tracks can have multiple branches and junctions, but which routes are available can change depending on the player’s actions, collected items, or equipped abilities.
The main gameplay would involve reaching the end of each level while solving environmental puzzles and using different abilities to interact with the track.
Some examples include:
- Switches that rotate or change track junctions
- Speed boosts that temporarily increase movement speed
- Items that allow the player to interact with different sections of the track
- A hook equipped on either side that lets the character swing onto another track
- Boots that allow the character to jump or bounce over obstacles
Most of the gameplay logic would obviously be handled through Unity, but I’m wondering if Curvy Splines could provide a good foundation for the actual track-based movement, including branching paths and switching between different splines.
Has anyone worked on something similar with Curvy Splines? Would it be a good fit for this type of movement system, or would another approach be more suitable?

