# 6. Splines Pitfalls
Part of [[Splines]]. Prev: [[5. Worked Example Patrol Dolly and Posts]].
## `t` is not metres
Uniform `t` is not uniform world spacing. For a fence or a perfectly even patrol beat, sample by distance / length.
## Double- or un-transformed Evaluate
`SplineUtility.Evaluate` on `container.Spline` is a common local-space call. `SplineContainer.Evaluate` overloads may already include the transform. **Test with the container moved and rotated.** Guessing the space from a blog post is how posts fly into the void.
## Non-uniform scale on the container
Scale the knots, not a (2, 1, 0.5) container, unless you have measured the result.
## Animating the container, not the cart
`SplineAnimate` goes on the *traveler*. The `SplineContainer` stays put (unless you deliberately move a whole moving-rail). A Cinemachine camera that follows the container will stare at a static origin.
## Invented Cinemachine component names
Do not add `CinemachineSplineDolly` (or similar) because a tutorial for another CM version used it. Cart + Follow is the verified path in this series.
## Open spline, looping animate
An open path with loop mode may jump from end to start. Close the spline or use ping-pong.
## Player standing on a transform-animated platform
Use a kinematic Rigidbody. A static collider teleported along a spline will drop the rider.
## Up-vector roll
A camera that aligns to a noisy up-vector will dutch-angle through every knot. Flatten up, or disable roll in the Cinemachine aim if the body provides that.
## Sources
- `SplineUtility` / `SplineContainer` (2.8 docs; confirm 2.9): https://docs.unity3d.com/Packages/
[email protected]/api/UnityEngine.Splines.SplineUtility.html