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Rolling sphere over generated mesh
#4
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.
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Messages In This Thread
Rolling sphere over generated mesh - by ioanma - 11-12-2015, 10:24 PM
RE: Rolling sphere over generated mesh - by Jake - 11-13-2015, 07:57 AM
RE: Rolling sphere over generated mesh - by Jake - 11-15-2015, 06:56 PM
RE: Rolling sphere over generated mesh - by Jake - 11-15-2015, 09:22 PM
RE: Rolling sphere over generated mesh - by Jake - 11-16-2015, 07:07 PM
RE: Rolling sphere over generated mesh - by Jake - 11-17-2015, 07:51 PM

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