public void UpdateObj() { // Update the speed and position of this object currentPosOnCurve += speed; if (currentPosOnCurve > currentNode.curveLength) { ChangeNode(); } // Calculate the time along the curve timeAlongCurve = currentPosOnCurve / currentNode.curveLength; // Set the rotation and the posistion of the object transform.position = currentNode.GetCurvePoint(timeAlongCurve); transform.rotation = Quaternion.LookRotation(currentNode.GetCurveDirection(timeAlongCurve)); }