So we must use raycast combined with collision detection?
and to clarify the car isnt go down to the road but it drives straight
but the elevation of model of city acts like this so it seems the car drives under the road
@yaustar, we figured out a way to get the distance b/w the car and the road, and stop it from going through the road. However, is there any way we can do the same for the walls? I’m not a big fan of using the sphere collision shape for cars, as I am looking to make the game more realistic.
The thing is, we’re trying to simulate a real life location in our game, and wouldn’t like to compromise on how realistic it looks, due to it having a strong connection with racing. We could probably look to reduce the quality of the buildings, and other stuff around the road, but I’d really prefer not to touch the road.
The model mesh and the collision can be different. The model (visible mesh) can be as high quality as you can get it but the collision mesh should be as simple as possible. Pretty much every game does this.
The road collision doesn’t need to be more complicated than this: