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Track Editor: tiles

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Tiles are small square areas that comprise every track in BallisticNG. Using the Unity Track Editor, tiles can be marked as spawn points, weapon pads, boost pads and the like.


Tiles[edit | edit source]

Technical information[edit | edit source]

A tile represents two triangles on the track mesh that form a quad. Tiles are tied to 6 indices on the mesh and the quad is represented using 4 of those indices.

Tiles and sections are very closely tied together and require each other to function properly.

When a ship needs to calculate which tile it's over, it checks which section it is currently at and then performs a distance check to each tile tied to the ship's current section. The tile closest to the ship is the tile that it's currently "over".

Example[edit | edit source]

As an example, here's how to place a boost pad on a tile:

  1. Ensure the Track Editor window is open
  2. Click "Boost"
  3. Click a "tile" on your track.

Marking a tile as a boost pad

Tile types and flags[edit | edit source]

Track Editor > tiles > types
  • Normal: An unmarked tile.
  • Boost: A boost pad.
  • Weapon: A weapon pad.
  • Recharge: Ships' energy will recharge when over this tile. Used for pitlanes.
  • Spawn: A spawn pad. Ensure that at least 16 spawn pads are placed. Starting a race with insufficient spawn pads hardlocks the game on the loading screen.
Track Editor > tiles > wet/shadow/swooshable
  • Wet: ships driving over this tile will result in a minor "water splash" effect
  • Shadow: the tile is pitch black. Ships occupying the tile space temporarily become pitch black as well.
  • Swooshable: ships driving over this tile will cause a turbulence sound effect. Players must be driving at high speed to hear the resulting "swoosh" sound.

The "Sections" tab is supplementary knowledge, & is therefore covered later on in Track Editor: sections.

For now, skip it & move onto the next topic.