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