Summary
Let’s take a step back and look at how far we’ve come during this chapter. When we started it, all we had was some route data and a vague idea of what we wanted to happen. Having completed it, we now have a game that can be played from end to end from Route Planning to Driving!
Along the way, we’ve leveraged the Playground to help us define a prototype demo of the driving phase gameplay. It was in that Playground that we learned how to take the raw route data and turn it into a configurable Ribbon mesh with as many or few segments as we’d like. The semi-truck GLB asset was introduced as we learned how to load and prepare assets like this for use in our Scene. Once we learned how to set up the scene, we defined physics and gave our truck the ability to bounce off the route’s walls with MeshImpostor
, as well as a way to automatically “kill” the truck if it wanders out of bounds. All that work set us up for smooth integration...