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    Splines are defined as implementing the ISpline interface. There are two default implementations: a mutable Spline class and an immutable NativeSpline.

    To see more examples of common API use cases, import the Splines package samples and review the Runtime/SplineCommonAPI.cs class.

    Splines are represented in the scene using the SplineContainer MonoBehaviour.

    using Unity.Mathematics;
    using UnityEngine;
    using UnityEngine.Splines;
    
    class CreateSplineAtStart : MonoBehaviour
    {
        void Start()
        {
            // Add a SplineContainer component to this GameObject.
            var container = gameObject.AddComponent<SplineContainer>();
    
            // Create a new Spline on the SplineContainer.
            var spline = container.AddSpline();
    
            // Set some knot values.
            var knots = new BezierKnot[3];
            knots[0] = new BezierKnot(new float3(0f,  0f, 0f));
            knots[1] = new BezierKnot(new float3(1f,  1f, 0f));
            knots[2] = new BezierKnot(new float3(2f, -1f, 0f));
            spline.Knots = knots;
        }
    }
    
    

    The Splines package provides Editor tools for the SplineContainer component and Spline objects. Other ISpline and ISplineContainer derived types cannot be edited by the default tools.

    Use SplineUtility to extract information from ISpline objects. For example, use SplineUtility to get a position at some interpolation.

    using Unity.Mathematics;
    using UnityEngine;
    using UnityEngine.Splines;
    
    [RequireComponent(typeof(SplineContainer))]
    class EvaluateSpline : MonoBehaviour
    {
        [SerializeField]
        float m_Interpolation = .5f;
    
        [SerializeField]
        GameObject m_Prefab;
        
        void Start()
        {
            Spline spline = GetComponent<SplineContainer>()[0];
            SplineUtility.Evaluate(spline, m_Interpolation, out float3 position, out float3 direction, out float3 up);
            var rotation = Quaternion.LookRotation(direction, up);
            Instantiate(m_Prefab, position, rotation);
        }
    }
    

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