11-15-2015, 06:56 PM
You should connect those splines to get around the gap. To prevent stutter (it's a result from instantiation, which triggers building cache of the new spline, creating the mesh etc..), you should rethink the need to continously add parts and delete them afterwards. Is there a particular reason why you need to?
I would create the whole track at level start by joining all prefabs into a single spline, then running CG over it to generate the mesh. For performance reason, you should enable "Split mesh" to create a series of small meshes. They will get culled by Unity then and/or you can enable&disable the meshes then based on some logic.
I would create the whole track at level start by joining all prefabs into a single spline, then running CG over it to generate the mesh. For performance reason, you should enable "Split mesh" to create a series of small meshes. They will get culled by Unity then and/or you can enable&disable the meshes then based on some logic.