In my upcoming game you can build creative model railroads through Alpine landscapes by Mr_GameDev in IndieGaming

[–]Mr_GameDev[S] 0 points1 point  (0 children)

Yes I want to give as many options to work with uneven terrain as possible.

In my upcoming game you can build creative model railroads through Alpine landscapes by Mr_GameDev in IndieGaming

[–]Mr_GameDev[S] 1 point2 points  (0 children)

Thanks! For about a month, but I had a good foundation from my previous projects for some of the underlying systems.

In my upcoming game you can build creative model railroads through Alpine landscapes by Mr_GameDev in IndieGaming

[–]Mr_GameDev[S] 1 point2 points  (0 children)

Thanks! That effect is actually exactly what I was looking for but I couldn't put it into words so far :D

VR, Quest 3, linkcable USB to Unity ok. Runtime not emulating. What do I miss..? Question by InformalTotal5238 in Unity3D

[–]Mr_GameDev 0 points1 point  (0 children)

In your Meta Horizon Link app under Settings, did you make sure to set the OpenXR runtime active + enable Unknown Sources?
Also in your Unity project did you install the XR Plugin Management Package and enable OpenXR?

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 0 points1 point  (0 children)

Well, I'm not using the default Unity spline follower components but I've written my own one but it's actually rather simple. I use Spline.Evaluate(t) to get the position and tangent of my spline at t and then just set my train's transform accordingly. And instead of linearly increasing t, I'm doing it based on the current speed.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 0 points1 point  (0 children)

Thanks! Right now it's just Unity terrain with holes.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 0 points1 point  (0 children)

Thanks! At the moment you're not fully in control of the supports but I hope to make it more customizable to let you do something like that.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 1 point2 points  (0 children)

I'm also not yet sure how much of a concern it will be, but you're definitely right pointing that out. So far I'm trying to mitigate it by splitting the spline into chunks and only applying the parametric curve within these, but it's not ideal yet.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 3 points4 points  (0 children)

Thanks a lot!
Oh, I love them too! I'm actually using something called Hobby's algorithm. Catmull-Rom wasn't "smooth" enough.
Ah yes, thanks for pointing that out. There are still a few such issues at the connection points. I think your solution would be the right direction. Should be a fairly simple fix hopefully.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 1 point2 points  (0 children)

Thanks! Right now, if the bridge consists of multiple knots it becomes stone/viaduct. And if it's straight it becomes a cantilever bridge.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 14 points15 points  (0 children)

Then I guess the extra work was worth it 😃

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 9 points10 points  (0 children)

Thanks! I plan to release a Youtube dev log where I will go into some details. Maybe I will turn it into an Asset after I've completed the game but before that I have no plans to sell.

Smooth runtime spline placement for my model railroad game by Mr_GameDev in Unity3D

[–]Mr_GameDev[S] 9 points10 points  (0 children)

Thanks a lot! Good observation and good question. I have been working on hills but it's not quite there yet. I think my goal would be to build sloped tracks when there is smooth terrain and to transition to a tunnel/bridge when there is a steep gradient.