Comments and answers for "How to get lateral normals of a bezier curve"
http://answers.unity.com/questions/1292624/how-to-get-lateral-normals-of-a-bezier-curve.html
The latest comments and answers for the question "How to get lateral normals of a bezier curve"Answer by elenzil
http://answers.unity.com/answers/1292893/view.html
2) the tangent is what you want, i think.
> I tried to make the rotation of each instanced object equal to "BezierSpline.GetTangent();"
how are you making the rotation equal to the tangent ?
the tangent will be a vector, and rotations != vectors.
i think you would want to use [LookRotation][1].
but be sure to pay attention to frame of reference.
ie, the Tangent vector should be in the same coordinate system as the object.
one way to achieve that would be:
1. add the tangent vector to the bezier point location in the same space. call it Point Pb.
2. convert the point Pb into world-space (Pw)
3. then convert Pw into the space of the object you want to orient. (Po)
4. subtract the object's position from Po. this will be the tangent vector in the coordinate system of the object.
there may be a more direct way as well.
[1]: https://docs.unity3d.com/ScriptReference/Quaternion.LookRotation.htmlSun, 01 Jan 2017 20:54:09 GMTelenzil