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Importing racing track to unity made in blender+collider for the track+competing cars against the car that i controll ?
I have made a racing track in blender, when i import it in unity, it's uphill and downhill makes the road partially too much up in the air and down the terrain which looks quiet weird and inappropriate to be a racing track. How to solve it?
Which collider(i.e box, mesh etc) should i use for the racing track?
My third question is that when i drive a car along the racing track, i want other two or more cars (except the one i will control myself with arrow keys) randomly run just across the road at a given speed and turn automatically at crossroads? Can anyone give me any hint to do that? What is the way? What key word should i Google to learn it? Please help.
Its difficult to visualize your first question. $$anonymous$$aybe it would help to post an image together with your question.
Regarding your other 2 questions:well, it's best to post them separately as different questions. Although all the questions refer to the same game, they are really unrelated to each other.
The png file size is 1.21 mb which exceeds the max size to post @ pako
I can't make out what is at the corner that is going upwards. But here's what I think that might be causing this:
Unity and Blender coordinate system is different. Unity has the y-axis going upwards, and the z-axis for depth (positive is forward). Blender uses the z-axis for upwards and the y-axis for depth. So, if you use the default orientation in Blender, whatever is drawn along the y-axis (i.e. horizontally), will fly up in the air (and drawn vertical) when imported in Unity.
To account for this, you need to do one of two things:
When designing in Blender, rotate the object so that the y-axis is upwards and z-axis forward, before importing in Unity.
If importing in Unity without fixing in Blender, then rotate the object in Unity.
In this particular case, I'm confused because the race track is not vertical but diagonal. Did you draw it along the y-axis in Blender?
If you've made an uphill in Blender you can edit it in Blender. Also use the terrain tools to grow a hill underneath the track to get rid of the gap. Simple.
Also, Blender's Bezier curves are not supported by Unity.
This is what I mean by Apply scale, in case you think I meant something else.
Also I notice from the picture that you don't have 'thick' walls. Face 'Normals' only work one way so to see a wall from both sides it must have 2 sides with normals facing outwards.
As for the collider, Add a mesh collider and click the 'static' button in the top-right inspector.
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