Rotate and Move Forwards while also being controlled by spline.

I am trying to make a car game when the car follows the track. But when the players swipes on the phone. I want the car to rotate and movetowards the rotated direction. But what happens is the spline constantly overrides the rotation based on the track rotation and path. The only way is it remove the spline override but i want my car to follow the spline rotation and position when the touch is stationery. and only override the follow when the player swipes and makes a manual swipe.

I am using Dreamteck Splines from asset store to start with.

public class playerController : MonoBehaviour
{
    [SerializeField] private SplineFollower splineFollower;

    [Header("Touch Controls: ")]
    [SerializeField] private bool touchDetected = false;
    private Touch touch;

    [SerializeField] private float localTouchStationeryTime = 0f;
    [SerializeField] private float timeToReachStationery = 0.5f;

    [Header("Car Speed Controls: ")]
    [SerializeField] private float currentCarSpeed = 0;
    [SerializeField] private float minimumCarSpeed = 0;
    [SerializeField] private float maximumCarSpeed = 50;
    [SerializeField] private float carAccelerationRate = 5;
    [SerializeField] private float carDecelerationRate = 10;

    [Header("Car Rotation Controls: ")]
    [SerializeField][Range(0f, 20f)] private float rotationSpeed = 5f;

    [Header("Touch Readonly Variables")]
    [SerializeField] private Vector2 deltaPosition;

    [Header("Physics Components: ")]
    [SerializeField] private Rigidbody playerRigidBody;

    void Update()
    {
        if (Input.touchCount > 0)
        {
            touch = Input.GetTouch(0);

            switch (touch.phase)
            {
                case TouchPhase.Began:
                    touchDetected = true;
                    break;
                case TouchPhase.Moved:
                    //splineFollower.follow = false;
                    deltaPosition = touch.deltaPosition;
                    splineFollower.motion.offset += new Vector2(deltaPosition.x * Time.deltaTime, 0);

                    //splineFollower.motion.rotationOffset += new Vector3(0, deltaPosition.x * Time.deltaTime, 0);
                    break;
                case TouchPhase.Stationary:
                    break;
                case TouchPhase.Ended:
                    touchDetected = false;
                    break;
                case TouchPhase.Canceled:
                    touchDetected = false;
                    break;
                default:
                    break;
            }
        }

        if (touchDetected)
        {
            currentCarSpeed += carAccelerationRate * Time.deltaTime;
        }
        else
        {
            currentCarSpeed -= carDecelerationRate * Time.deltaTime;
        }

        currentCarSpeed = Mathf.Clamp(currentCarSpeed, minimumCarSpeed, maximumCarSpeed);

        //Set the Speed
        splineFollower.followSpeed = currentCarSpeed;
    }
}

Im having a similar problem. Although I am using the in-built Spline component. Stuck at the same problem. I am trying to get the cube to jump, but it only does Spline movement or only does jump, not both at the same time.

Did you figure this out?