public override bool GetClosestPoint(Vector3 position, ref Vector3 closestPoint)
        {
            float pathPosition = _spline.FindClosestPoint(
                position,
                0,
                (Time.deltaTime < 0 || _auto.SearchRadius <= 0)
                    ? -1 : _auto.SearchRadius,
                _auto.SearchResolution);

            closestPoint = _spline.EvaluatePositionAtUnit(pathPosition, SplineBase.PositionUnits.PathUnits);
            return(true);
        }