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I have the following kind of race track:

enter image description here

As you can see some walls are talls but some aren't...

Question:

How can one create invisible walls so that cars stays in track?

More exactly, how to model walls for complex shapes in a relatively easy way?

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  • \$\begingroup\$ why you can not place empty object with collider..? \$\endgroup\$
    – ShoulO
    Jun 4 at 9:58
  • \$\begingroup\$ What is the effect of your game crashing into them? You can't just go there, you do some collision/ spinning, you can fall offtrack and need to reset your car, you loose speed, etc? \$\endgroup\$
    – Zibelas
    Jun 4 at 9:58
  • \$\begingroup\$ @ShoulO Care to elaborate ? \$\endgroup\$
    – aybe
    Jun 4 at 9:59
  • \$\begingroup\$ @Zibelas The car can't fall off into scenery, it must stay in the track, and yes, loose some speed. \$\endgroup\$
    – aybe
    Jun 4 at 10:01
  • \$\begingroup\$ @aybe You are using Unity, right? so why not to create empty objects (objects which are invisible with only transform component), add box colider , and you have yourself invisible walls... \$\endgroup\$
    – ShoulO
    Jun 4 at 10:04
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I ended up creating my own editor tool/window combo:

enter image description here

The general idea is the following:

Click a quad vertex, add a wall point, upper point is just Vector3.up.

And allow to remove any point as well.

Along necessary data/logic, etc.

Though manually paint, any vertex can form a collider thus I'll get vertex perfect colliders.

EDIT:

I now leverage the following:

  • store data directly in game objects
  • a global editor tool + a custom window in scene view
  • scriptable singleton for tool data

enter image description here

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