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Questions regarding spline colliders and collisions with rigidbodies
#1
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Hi there i am having some slight hiccups with my race tracks collisions when hitting the sides,at some points it looks like the colliders intersect with each other causing an imediate stop on the ship/car.Is there a way around this problem that i am not aware off.If you have possible solutions for this problem i would love to know.Forgot to mention the track is using a curvy generator


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.mp4   Screen Recording 2025-01-16 144142.mp4 (Size: 3.53 MB / Downloads: 1)
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#2
Hi,
How does the colliders look like in the editor. Can you see the collider's being effectively intersecting? Also, how is this mesh produced? I am guessing with Shape Extrusion. Are you using the generator's splitting function?
Have a nice day.
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#3
(01-16-2025, 06:57 PM)_Aka_ Wrote: Hi,
How does the colliders look like in the editor. Can you see the collider's being effectively intersecting? Also, how is this mesh produced? I am guessing with Shape Extrusion. Are you using the generator's splitting function?
Have a nice day.

In the editor the colliders look like this,so it doesent look like intersection but results show otherwise so i am really not sure.Uploaded pictures to illustrate


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#4
Are these meshes generated via shape extrusion or mesh deformation? If via shape extrusion, do you use the split feature?
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#5
(01-17-2025, 10:29 AM)_Aka_ Wrote: Are these meshes generated via shape extrusion or mesh deformation? If via shape extrusion, do you use the split feature?
Where is the split feature i havent seen that in the generator so far,but i managed to work around the issue for now by changing up from a box collider to a capsule collider
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#6
Split is in the Volume Mesh module, assuming your are using shape extrusion and not mesh deformation.

I am assume the change in collider you mentioned was done on your ship. Please correct me if I a wrong. The behavior in the video is not abnormal for a box collider, you should aim for a somewhat smooth shape of your ship collider, to have satisfying collisions.

Please let me know if I am wrong or if you see anything quantifiably wrong in the meshes outputed by the Curvy Generator.

Have a nice day.

PS: I am curious about your project. Feel free to share more information about it.
Please consider leaving a review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
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#7
(01-17-2025, 05:26 PM)_Aka_ Wrote: Split is in the Volume Mesh module, assuming your are using shape extrusion and not mesh deformation.

I am assume the change in collider you mentioned was done on your ship. Please correct me if I a wrong. The behavior in the video is not abnormal for a box collider, you should aim for a somewhat smooth shape of your ship collider, to have satisfying collisions.

Please let me know if I am wrong or if you see anything quantifiably wrong in the meshes outputed by the Curvy Generator.

Have a nice day.

PS: I am curious about your project. Feel free to share more information about it.

I am using a mix of mesh deformation and placing 3d models along the spline.Basically the entire game so far is made with visual scripting and is fully multiplayer ready


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#8
Alright. Feel free to post a link to your game here once it is public.
In case you were not aware of it, I also have an asset that makes developing with visual scripting easier. It is called Visual Scripting Enhancer:
https://assetstore.unity.com/packages/to...cer-283449
Plus, it has a discount for Curvy Splines owners.
Please consider leaving a review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
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