Im making a zero gravity racing game, Im having trouble implementing a good system that keeps my car on the track without using gravity, the main issue is with things like loopings and twisters. I have tried using mutliple raycast to set my rotation with Quaternion.LookRotation but that didnt work out too well, in a looping my car doesnt go past the vertical rotation point. I ended up having like 5 raycast to check everything around him.
Is there a better way to keep my car "connected" to the track, even if youre in the highest point of a looping?
Hmmm, couldn't you fire a raycast downward and see how far it is to the track, then move the car to the right distance off the track? How are you propelling the car and how are you keeping it on the track? Does it have wheels?
answered Sep 08 '12 at 04:03 PM