That works on the simulation capx, but not in the real game. In the real game the level is counted every tick against the score which is updated every tick based on how far the player is traveled.
Since the level is updated every tick, so the horns are also updated every tick, causing them to grow full lenght in the first level. I'm starting to think that instead of tying it to the level, I could just spawn invisible barrier every level as checkpoints that'd grow the horns when passed.
Unless you have a better idea?