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This is an answer about how not to do it. Don't make the whole track as a single mesh. I worked on a racing game for mobile a few years ago where the artist had faced a similar dilemma. The tracks themselves were offroad courses made with Unity's terrain feature, but each track had a barrier around it that the artist made as a single large mesh. The problem ...


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I ran into this problem. In my case the assets were anchored to their Center or so and therefore not properly grounded. The bottom-most pixel was the correct ground. And for some reason the bounds wasn’t correct. No idea why. So I created a script. I looped through all vertices in the mesh and found the bottommost one. Then I calculated its Y offset from the ...


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