Skidmark Manager
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 smoothFade Over Distance
can be enabled orPeristent 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
andLateral Slip Threshold
from vehicle settings tab are used.
Surface-based Skidmarks
- Skidmarks use settings of currently active
SurfacePreset
to get the settings for the current surface type.
- Also check GroundDetection page for more info.
Persistent Skidmarks
- 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.