Hello everyone, just got my hands on Unity so bear with my ignorance
I want to do a wormhole like racer but I’m baffled with collisions…
Mesh Collision doesn’t do the trick because I can’t get it under 255 polys …the track is too long. I tried with a smaller version but again it’s so low poly the movement through it is not fluid…it hits in hard corners.
Is there a workaround ? something that would keep my little spaceship constrained on the surface of my wormhole tube and be able to move around the tube radius ?
I.e. could I import the curve/spline I used in my 3D app to create the track …and use that as a path to constrain my spaceship’s forward movement ? and then with some scripting(?) have it offset on the tube radius ?
Unless there’s more to it than what you’ve described, this would most likely be a viable option. (And if the control points are fairly evenly spaced, you might not even have to worry about arc length reparameterization, which would simplify things considerably.)
There isn’t a 255 polygon limit on the regular Mesh Collider, thats only the Convex option. I only use the convex option on smaller rigidbodies like cars and cones/barrels, etc.
My tracks are pushing 20k tris at the moment but after I optimise them they’ll be down to 5k or so.
oh man … I just copy/pasted the XYZ coords from 30 path points from XSI to Unity using iTween…and then read this! my brain hurts.
I’ll give the Mesh Collider another try!
Ouch! Look on the bright side, you’ll probably have to do that anyway, for waypoints for AI, etc.
Now I remember why I converted my splines into a TextAsset file of x,y,z coordinates.
yeah, neat stuff !
I didn’t use the patheditor however because I needed exact positions …
I will be using a path though I think because flying through the tube is not smooth with collisions…it gets really bumpy.
pixelplacement1, is there a way using your tools to do what I want ? let me recap:
I want to have my spaceship constrained on a path, while being able to control it moving forward and around the tube walls.
Here I made an example in XSI where I’ve constrained the cone on the path, with a center offset ( = tube radius) and while controlling the percentage of the path to move it back or forth I can rotate it in the Y axis and it will move around the tube.
Might be too late now (or not what you’re looking for) but I would have split the track up into custom segments in the 3d modeler, created custom collision meshes for each (so straightaways only use a few polys, while corners would be up toward the poly limit), and used the segments (with collision meshes) in unity to create the levels (pretty easy with vertex snapping). Just make sure to be going by a grid system, otherwise things won’t match up.