void Update() { var curveDistance = 0f; var curvePos = math.CalcPositionByClosestPoint(this.transform.position, out curveDistance); var curveTangent = math.CalcTangentByDistance(curveDistance); Debug.Log($"{curveDistance}, {curvePos}, {curveTangent}"); transform.rotation = Quaternion.LookRotation(curveTangent); }
public Vector3 GetTangent(float distance) => math.CalcTangentByDistance(distance);