Unity provides standard spline asset,
use BGCurve only if Unity spline misses some feature

Sweep a line or 2D spline(profile) along another 2D spline. This component has serious limitations (please, read below)

Cross spline is duplicated at each split point along the main spline. The direction is calculated as cross product of Up vector and spline's tangent

This component has 2 very serious limitations:

- 1) Both splines should be in 2D mode
- 2) At steep curves generated polygons may overlap (and mesh looks like broken)

splitMode

The mode for splitting a spline. 1) PartsTotal - use specified number parts for whole spline. 2) PartsPerSection - use specified number parts for each section (between 2 points) 3) UseMathData -use data, precalculated by Math component. Note, you can tweak some params at Math as well

doNotOptimizeStraightLines

Split straight lines. Straight lines are optimized by default and are not split, but you can override it with this parameter.

profileMode

Line or 2D spline

profileSpline

2D (XY) spline for Spline profile mode.

uCoordinateStart

U coordinate (normally between 0 and 1) to use at first point of profile line or spline.

uCoordinateEnd

U coordinate (normally between 0 and 1) to use at last point of profile line or spline.

swapUV

should we use U coordinate as V coordinate

swapNormals

reverse normals direction

vCoordinateScale

scale V coordinates (default is 1)

showHandles

This component supports handles in Scene View. Enable this flag to show handles. Handles are not interactive.

spheresScale

Adjust spheres scale. Each sphere represent one point of the polyline.

spheresColor

Set spheres color.

spheresCount

The number of first N points (spheres) to show. The number is restricted for performance reason.