a VRC tweenPath like this
_handle = transform.TweenPath(
waypoints: wayPointPositions,
duration: duration,
pathType: VRCTweenPathType.CatmullRom,
closePath: true,
resolution: 15,
easeType: VRCEase.Linear // or None ?
);
_handle.SetLoops(-1, loop ? VRCTweenLoopType.Restart);
will make the transform veer off in a random direction between the first or sometimes second / last and first waypoint (i thin kthat changes based on the easeType?)
this can be observed in playmode and in game
i followed the tip in the docs for a seamless looping path
"For looping patrol routes, set closePath to true and use .SetLoops(-1, VRCTweenLoopType.Restart). This creates a seamless loop without a visible snap at the end."
but so far on any path arrangement i tried it moves in a random direction and sometimes even backwards on the last waypoint, even if the first and last waypoint are the same position