
Made a dragster! Hrm, think I definitely need to put some sloped blocks in the game…and other materials besides wood…

Over the last week I’ve mostly been working on project planning stuff, but I did make a few minor tweaks to the build. Now the graphics and sound settings get saved and re-loaded. There’s also an option to enable vsync, and when creating a new “sandbox mode” game, you can set some basic time-of-day settings.
Next week, more project planning. Wanna get this out of the way so I can get back to designing & coding!
Tutorial 6: Making a car steering mechanism
In the sixth tutorial video I show how to add a proper steering mechanism to the car from the previous tutorial.
Tutorial 5: Building a simple car
Part five in my tutorial series, this time I show how to put together all the concepts covered so far in the previous tutorials to build a simple vehicle.
Tutorial 4: Gears
Here’s the fourth part in my series of tutorials, this time I briefly go over the basic principles of how gears work in the game.
Tutorial 3: Part behaviours
Part three of the tutorial series. Some parts (such as motors) have behaviours that can be activated and controlled, in this video I explain how this works.
Tutorial 2: Attaching parts that can rotate
This is the second tutorial, which explains how to connect parts that can rotate, using hinge attachments.
Tutorial 1: Attaching parts rigidly
Here’s the first in a series of tutorial videos I’m making that will explain in more depth how to build constructions in the game. This one covers rigid attachments, that is, how to connect parts together rigidly.
The next one will talk about rotating (i.e. hinged) attachments.


Alignment indicators
When aligning a selected part to another (frozen) part, prior to attachment, the game now shows where the available attachment points are. These indicators reflect the type of attachment, either “surface” (e.g. as in block to block) or “interior” (e.g. as in block to axle). The idea is that this should make it easier to accurately position parts where you want them.
Other stuff
In order to implement the alignment indicators I had to refactor a bunch of code, one side effect of which was that I was able to slightly reduce the per-rigidbody network data by calculating more stuff on the client side. I also fixed a bug in explore mode, that was causing parts to not spawn.
Attachments
Previously, when attaching parts together with a hinge, the game would attempt to remove any rigid attachments that would prevent these parts from rotating with respect to one another. Now that you can go in and delete individual attachments after the fact, I’ve removed this behaviour as it was somewhat arbitrary. At this point I think it’s better to leave it up to the player to decide which attachments to delete.
In conjunction with this, any hinges whose connected parts can’t rotate (due to being also rigidly attached in some way) are now highlighted red. This will hopefully help you debug stuff in your constructions that isn’t rotating as you want it to.
Physics collisions
Up ‘til now, subsections of constructions that were directly attached together with a hinge would not collide with each other. As of Unity 4.5, the PhysX flag that enables these collisions has been exposed, so I’ve now enabled it in game. No more parts passing through each other, woop!