Skidmark Manager

SkidmarkManager inspector.
Skidmarks are generated when wheel skids / slips over a surface.
Skidmarks are achieved by procedurally generating a mesh. One mark consists of two triangles and the number of triangles per one section can be calculated as Max Marks Per Section * 2
.
Min Distance
is the distance a wheel needs to travel before a new mark is created.
Default behavior is to delete the oldest triangles as soon as number of marks reaches Max Marks Per Section
- similar to the old snake game. To make this transition smooth Fade Over Distance
can be enabled or Peristent Skidmarks
can be used. Check the section below for more info.
If skidmarks are not visible or clip into the terain GrounOffset
needs to be increased.
To define when the wheel is slipping Longitudinal Slip Threshold
and Lateral Slip Threshold
from vehicle settings tab are used.
Surface-based Skidmarks

Skidmark section of AsphaltTireFrictionPreset
.
Persistent Skidmarks

Persistent skidmarks enabled.
Persistent skidmarks get stored into sections of Max Marks Per Section
size.
Sections do not get destroyed as longs as the the player is under Peristent Skidmark Destroy Distance
.
Downside to this approach is that over time this will cause the number of triangles in the view-port to increase.