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It sounds like you're doing a two-player version of Pole Position. The way this was done in "old school" racing games (PP and others like it) was that the road didn't move at all. The illusion of motion was gained by rapidly cycling/scrolling the colors of the road's borders relative to the speed of the player. The other objects on the track had world ...


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As you know, if you want to generate the road so that both players see the same thing, then you need to start from a common seed value. If you always start generating the road from the beginning then you can just keep calling your random number generator and the values it produces should be consistent for both players at each step. (Assuming that both ...


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It's not immediately obvious how you're using OpenGL. If you are just sorting your tiles on the CPU and rendering them from far to near the following method won't help. If you are using an actual isometric projection matrix and a depth buffer this may help, it's how I do picking with OpenGL and perspective projection. Use the following code to read back the ...


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Terrain has a "setAlphaMaps" function you can use to modify the terrain splat maps at runtime. You can find the documentation (along with an example) in the official unity documentation here: http://docs.unity3d.com/ScriptReference/TerrainData.SetAlphamaps.html Just make sure you call Terrain.Flush when you're done. As your target is a vector3 you will ...



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