I've imported an FBX file form the Unity karting microgame learning project and am trying to reproduce their spiraling track. So far, I've managed to deduce that they used a bezier curve and then a bevel object to make the track. When using an Archimedean spiral, I can get a close match to what they have using the same technique.
However, the start and end of my track still spiral up and the whole track goes up a a continuous rate. Even though the 4 "quarter circle vertices" (90deg points) match up perfectly, the vertices in between differ in height on the original object, leading to a smoother entry and exit. How do I achieve this result?