Custom Car Loader Documentation:

If you have modified the template to create a custom bogie, then also check the custom bogie box to tell the game to use your meshes instead of the bogies of the base car type. If you are using the default bogies, you don't have to do anything beyond aligning them in the correct locations. The base transforms BogieF and BogieR must stay at y=0 but can be moved along the z axis. Keep the names BogieF and BogieR so they can be properly replaced in-game. Read further for information on how to properly modify the template to use custom bogies.

Example Custom Bogie Structure:


The top transform must be named BogieF or BogieR. The single child must be named bogie_car (to be detected by the TrainCar script in-game). If your custom bogie needs to be moved up or down, bogie_car can be adjusted in the y axis (only move BogieF and BogieR in the z axis).

"[axle]" transforms are the ones that are rotated as the traincar moves. They must be named [axle] (with the brackets) to be detected properly.

The _mesh transforms listed in this example can be replaced with multiple different transforms for each LOD, and controlled with an LODGroup component on bogie_car.

Bogie Colliders

Bogie colliders are required for custom bogies, since they won't be copied from the base car type. These consist of two CapsuleCollider components under the [colliders]/[bogies] transform. The capsules sit centered on the bogie, running transverse to the car (round ends pointing out toward rails). The radius and width are set up to match up with the wheel riding surfaces if the capsule was centered around an axle. See Colliders for more info about proper setup.

Katy Fox - 2024 - [email protected]
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