Hmm, is this for some sort of 2.5 D platformer like Pandemonium?
You could try to do a basic test with the playing turning around as he walks, but that’s just to see it work properly, something like Pandemonium would definetely require something similar to a Spline, but indeed the character would not follow a natural speed, is the curves also causing a difference of speed compared to linear sections?
Another way, but bear in mind that’s only what I think it could work, is that if there an difference of speed in curves, you could use colliders with editable values that set how much the player would turn at those sections