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Katy Fox edited this page Jun 30, 2021
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Example bogie object structure (as part of custom car prefab):
- BogieF *
- bogie_car
- [axle] **
- axle_mesh
- [Component: MeshFilter]
- [Component: MeshRenderer]
- axle_mesh
- bogie2
- bogie_mesh ***
- [Component: MeshFilter]
- [Component: MeshRenderer]
- bogie_mesh ***
- bogie2brakes
- Bogie2Brakes_mesh
- [Component: MeshFilter]
- [Component: MeshRenderer]
- Bogie2Brakes_mesh
- [axle] **
- bogie_car
* 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