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Point along Spline
#1
Hello, 
   I am really enjoying this tool. 

  Sorry for the question, perhaps there is something I am missing in the logic of how splines work. 

  What I am trying to do is place a debug gizmo along the spline at a normalised value. 

  Something like; 

Code:
Gizmos.DrawSphere( thisSpline.InterpolateByDistance(speedTriggers[i].distance), 1);

Where distance is a value between 0,1. 

Regards,
Ian
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#2
Hi,
Here is the API documentation for the method you used:
https://api.curvyeditor.com/520/class_fl...cd91735d22
By reading it, you will find what went wrong. You need to use Interpolate instead.
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.
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#3
Ah perfect, I had tried that method but needed to start it with the transform;

Code:
Gizmos.DrawSphere(transform.position + thisSpline.Interpolate(unityTriggers[i].distance), 0.6f);
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#4
The returned position is relative to the spline's local scope. You then need to transform it to the global space (a.k.a world space) using unity's Transform's methods
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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