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Katy Fox edited this page Jun 30, 2021 · 30 revisions

Various Documentation

Custom Bogies

Example bogie object structure (as part of custom car prefab):

  • BogieF *
    • bogie_car
      • [axle] **
        • axle_mesh
          • [Component: MeshFilter]
          • [Component: MeshRenderer]
      • bogie2
        • bogie_mesh ***
          • [Component: MeshFilter]
          • [Component: MeshRenderer]
      • bogie2brakes
        • Bogie2Brakes_mesh
          • [Component: MeshFilter]
          • [Component: MeshRenderer]

* The top transform can have any name, and can be passed to the TrainCarSetup script for a custom bogie (also check the custom bogie box). The single child bogie_car must have that name (to be detected by the TrainCar script in-game)

** "[axle]" transforms are the ones that are rotated as the traincar moves. They must be named [axle] (with the brackets) to be detected properly

*** The _mesh transforms listed in this example can be replaced with multiple different transforms for each LOD, and controlled with an LODGroup component on bogie_car

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