I am working on a free game, you can check it out at Ace Racers SP by tsmspace (itch.io)
In this game, the player will place a racing hoop , then fly through the hoops in order with “build race” on , and the game will then track which hoop is next, and which direction the player should fly through. HOwever, , occasionally the game records the direction incorrectly. I have been assuming this is because the transforms and the physics have the builder in two different places for a given moment, resulting in the opposite side “direction” mesh (a 3d mesh with an ontrigger showing the players ship is there before contacting the racing mesh) , but I’ve made it bigger, moved it out a bit, and the behavior persists. INterestingly, there is an incredible consistency in the behavior, the rings that are flipped always flip. In a given set of placements, the same ring/s always flip. If I delete that ring, and replace it, the behavior follows to the new ring. If I move the ring, then builder through it, the behavior persists. THe only solution appears to be to move the ring AFTER using the builder to rotate it in place. If I place a ring there, but without the rest of the course hoops placed, the behavior is gone.
initially my direction check mesh was thinner and closer to the racing mesh, and in a test where I placed hoops in a line as fast as I could press the button, then flew through them in build-race in a line as fast as the ship could fly , many would be flipped, which was then fixed by increasing the size and separation of the direction check meshes, but I can move through some placements (of the same hoop) very slowly, and still the behavior will persist while actually trying to make a course I want to save.
My question is, what can be causing this?? I am not an experienced programmer but the problem doesn’t make sense for the position of the ring, because moving it around doesn’t fix it, and placing a ring in that place when I did NOT place other hoops, and then simply making a one-hoop course does work. I can find the issue, move that hoop way out of the way, builder through it, and it remains flipped. I can delete it, place it somewhere else, and then move it to location, and it still will be flipped when I builder through it BEFORE I move it. There doesn’t APPEAR to be any connection with the physics, although that’s the only thing I can imagine that could happen “accidentally”. THere are not overlapping meshes to confuse the trigger, and no conditions different between that hoop and another hoop, and even deleting the hoop and replacing it SOMEWHERE ELSE and then before moving it into place wont’ fix it. It’s as though that hoop is somehow tagged. ??? but it’s the same prefab. There’s nothing different. I can move so slowly through it with no benefit, and auto-sync transforms is on.