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In order for any custom track to work, a scene references script must be present in the Unity scene.
The Track Wizard automatically adds this for you.
You can find this script in the Unity hierarchy, under "Scene Configuration".
This page elaborates on the options and functionality that the "Scene Configuration" menu item provides.
- 1 Lights
- 2 Audio
- 3 Particles
- 4 Managers
- 4.1 Scene References
- 4.2 Track Data
- 4.3 Animation Manager
- 5 Objects
Lights[edit | edit source]
A menu item to help organize the Unity scene. You can drag Light objects to be under this menu item.
Audio[edit | edit source]
A menu item to help organize the Unity scene. You can drag Audio Source objects to be under this menu item.
Particles[edit | edit source]
A menu item to help organize the Unity scene. You can drag Particle System objects to be under this menu item.
Managers[edit | edit source]
Scene References[edit | edit source]
You can find this menu item at "Scene Configuration > Managers > Scene References".
Clicking this menu item shows new exciting customizable options in the Unity Inspector pane:
Weather[edit | edit source]
|Clear||No weather effects for a track|
|Rain||Water falls from the sky|
|Thunder||Water falls from the sky + random white flashes|
|Snow||Very thick snow that slightly inhibits player visibility.|
Type[edit | edit source]
This dropdown controls the type of track.
|Normal||normal ship speed & handling|
|Drag||the game treats it as a drag track (ships go extra fast)|
|Drift||the game treats it as a drift track (ships have less grip and drift around corners instead)|
Both drag and drift restrict which ships can be selected for the track.
Bloom Type[edit | edit source]
This drop-down controls the bloom prefab that will be used for this track.
This controls both bloom and lens effects and are only active if the settings are enabled in the game's options.
|None||No bloom prefab will be loaded|
|Wet||Optimized for dim, wet scenes|
|Snowy||Optimized for bright, snowy scenes|
|Dim||Optimized for darker tracks|
|Bright||Optimized for daytime tracks|
|Neon||Optimized for night-time cities|
Modern Physics Only[edit | edit source]
If ticked, the track can only be played in 2280 mode.
Point To Point Track[edit | edit source]
If ticked, the mid-line is treated as the finish line.
Ai Speed Multiplier[edit | edit source]
Increases/decreases AI speed on the track. This should be treated as a very sensitive value.
If you intend on making the AI faster, start from 1.1 and only increase by 0.1 until you are happy with the AI speed.
Track Description and Image[edit | edit source]
Information shown on the track selection screen.
|Track Description||Multi-line text|
|Track Image||A 900 x 300 JPEG file is acceptable|
Loading Screen[edit | edit source]
Information shown after selecting the track.
|Track Location||Single-line text|
|Loading Screen Background||This image will be stretched, depending on the game's resolution|
Generic References[edit | edit source]
To add objects to these array lists, drag the object you want into the name. This will add it to the array.
When you have items in the array, you can delete them by right-clicking them and going to "Delete Array Elements".
If you lock the inspector you can select multiple GameObjects and drag them into the array list.
Countdown Displays[edit | edit source]
This is an array of objects that will be used for spawning in countdown displays when the game loads the track.
Provided with the tools is a countdown display prefab with the exact same dimensions as the in-game displays. This can be found in "BallisticNGTools > Prefabs", & can be dragged into the Unity scene.
Culled Objects[edit | edit source]
BallisticNG uses an artificial clipping distance built into its shaders to emulate Playstation One hardware limitations. However this only applies to any objects that are using the specialized shaders, so objects such as particles and the countdown displays do not get automatically culled. To work around this the game has as culling manager that disables objects if they are outside of the artificial clipping distance.
Mirror Objects[edit | edit source]
This is an array of transforms that will be flipped when mirror mode is activated. All you really need to include in this is the track and scene parent objects, unless you have any other objects which do not sit inside the scene parent itself. The game will automatically add generated countdown displays and race cameras to this list.
Track Data[edit | edit source]
If you used the Track Wizard then this is already setup and you don't need to worry about this.
This reference field is only useful if you are setting up the scene without the Track Wizard.
The Track Data object is what stores references to all of the track data in the scene, all of the internal workings are hidden and only the stuff you need is presented to you.
Script[edit | edit source]
The "TrackDataStorage" script inside "BallisticUnityTools.dll"
Track Floor/Wall[edit | edit source]
These two object fields simply point to the Track Floor and Wall objects, these are required for generated track data.
Track Textures[edit | edit source]
This is technical data that is generated when choosing track textures (see Track Editor: atlas).
Whilst not recommended, you can edit this array instead of using the Track Editor to choose track textures. Enter a value into the Track Textures "Size" textbox and the array list will populate. Drag textures you want into the diffuse slots, and if you have an illum texture then you can also drag an illumination texture into this. If you do not provide an illumination map then a default black texture will be generated.
Generate Data[edit | edit source]
This button will generate the track data. If you used the Track Wizard then you do not need to click this button.
Force Atlas Update[edit | edit source]
This button will regenerate the texture atlas and UVs for the track.
Force Tile Update[edit | edit source]
This button will force all of the tiles to regenerated their colors. This is really only useful for seeing special tile colors after rebaking lighting.
Recalculate Normals[edit | edit source]
Animation Manager[edit | edit source]
<todo: the info in this section needs to be updated, because c# user scripts cannot be bundled into the tracks>
The animation manager is an optimization to reduce Update and FixedUpdate hooks in Unity. For more technical details, see Scripted Track Animations.
Any scripted animations should be added to this manager. Anything that extends from the base animation class will have two buttons in its inspector that can be used to automatically add them to the Update or FixedUpdate lists.
Objects[edit | edit source]
Track Cameras[edit | edit source]
When you finish a race, the game shows ships driving around the track by cycling through "Track Cameras".
You can add these objects to a track. They are prefabs in "BallsiticNGTools > Prefabs".
Once you add the prefab to Unity's 3D world, it needs to be re-organised to be under the "Track Cameras" menu item (in the Unity hierarchy pane).
Countdown Displays[edit | edit source]
Already explained above under "Countdown Displays".
Jumpzones[edit | edit source]
A menu item to help organize the Unity scene. You can drag Jumpzone objects to be under this menu item.
Next up: Ship reflections