KermMartian wrote:
Looks to me like a point-to-point would be the way to go. Hinge wouldn't be good for things like going up and down hills, or leaning into high-speed curves. 🙂
I had that thought too, especially for speed, but a more accurate representation would use several hinge constraints on different axises.
KermMartian wrote:
Based on reading the documentation, it looks to me like every car, powered or unpowered, should be a Dynamic Rigidbody. Kinematic rigidbodies have no mass and cannot be influenced by Dynamic Rigidbodies (although they can indeed influence Dynamic Rigidbodies).
My understanding is that user-controlled objects have to be kinematic. I suppose we can apply forces externally to it though.
KermMartian wrote:
Nah, a slider constraint constrains to an axis, not a path. We're going to need something more complex, like a variation on the Point-to-Point constraint that is a Point-to-Spline constraint, possibly something we'll need to write ourselves. Not to mention intelligently realizing that adjacent linked tracks should continue the Spline.
My guess is we'll need a dedicated track-building mode to build a doubly-linked list of track-splines in a connected rail system.
KermMartian wrote:
Nor me, although from a high-level view based on my answer to (5), perhaps something that changes which single Spline is the active path for that track?
Ooh, I like that.