API Introduction

Curvy features a full-fledged API you can use to integrate Curvy into your projects. Remember, all Controllers and the whole editor API was written using Curvy's API, no private secrets at all!

The best way to explore Curvy's API is to browse the API reference or explore available properties and methods with intellisense right from Visual Studio or MonoDevelop.

When working with the API you should keep in mind the following code conventions Curvy follows:

  • Methods ending with “Fast” means that caching is being used
  • Methods ending with “INTERNAL” should be considered private and generally not be used. The reason you're seeing them is that we need to access them from editor classes and there's no proper way in C# to hide them from you.
  • Properties usually don't need to be cached by you. Either they're cached internally or fast enough to call them multiple times. Costly operations always use functions - just in case you wonder why some features are properties while others are functions…

This applies for CurvySpline. A lot of those methods have their equivalent in CurvySplineSegment

Unit Conversion


Converts a given TF value into world units distance from spline's start


Converts a given world units distance value into TF

Getting spline data


Gets the position for a given TF or F


Gets the tangent/direction for a given TF or F


Gets the Up vector for a given TF or F


Gets the rotation for a given TF or F, i.e. LookRotation(tangent,up)

Add/Delete Control Points

Add(), InsertBefore() and InsertAfter()

Adds one or more Control Points


Deletes a Control Point


Remove all Control Points



Refreshes the spline (i.e. updates the cache). This is called automatically at the regular Update() call if necessary. The only reason you may need to call this by yourself is if you manipulate the spline by code and want to read data from the spline directly afterwards.

Refresh() rebuilds the cache only if necessary, so calling it multiple times won't affect performance!

Curvy Generator is built from several GameObjects that needs to be properly initialized before you can access it safely. It has an IsInitialized property that you should check before trying to interact with it. For example:

IEnumerator Start ()
    // Wait until the generator is fully intialized before accessing it: 
    while (!CurvyGenerator.IsInitialized) 
      yield return null; 
    // now we're safe to use it 

You can set global preprocessor defines to enable/disable several features.


Activates more sanity checks. This will make Curvy log messages if you use its API incorrectly, helping you debug possible issues. These checks cost some additional CPU time.


Collect debug informations (like Curvy Generator execution times) outside the editor and shows additional data in several places