This is a nice easy solution, but if you’re wanting something a little more accurate I tackled a similar issue recently where really curved tracks might cause some players to appear Infront of others when they aren’t because of a tight bend or something.
The solution I came up with is to generate a curve that goes through all the nodes (checkpoints) of the track; I found a catmull rom spline worked well for me. Then when getting distance to checkpoint, use the closest point on that curve from the player which you can use to get players positions on the curve for a more accurate position that takes the layout of the track into account.
I’ll leave this here for whoever needs it explaining, if you’d like a more detailed account feel free to hmu.
Try checking out this curriculum - there are some helpful tips and tricks in there.
I use Substance Designer to create all of my game textures. Substance is an Adobe product and has a licensing cost, but there are free alternatives like Material Maker
The same thing is happening to me. Every time something streams in or out (which happens basically all the time in a city environment like in my game), the camera does the same zooming effect. I thought it had something to do with me rigging a custom car model wrong, but like you said, it just seems to be a thing that happens when lag occurs.
This is a very nice template! Great use of art, and great gameplay! It’s also very easy to customize!
My good friend @poogah05 and I replaced the car body and tires with custom ones he had made as submissions for season 20 in Jailbreak, and we drove it around with a few friends in a Jailbreak map he has.
(P.S. There is a cool ramp jump featuring @poogah05 around 1:15 in the video.)
I love the new Template, and I have published a game using it with some modifications to the vehicle and map (HyperCar Racing - Roblox).
I am wondering how to add a wins system to the game, so when a player comes in 1st, they are given a point in Wins leadertats (which I added). If anyone has suggestions that work, please lmk. I’ve tried multiple ways such as :
local function onPlayerAdded(player)
player.CharacterAdded:Connect(function(character)
character:WaitForChild(“HumanoidRootPart”).Touched:Connect(function(part)
if part.Name == “Finish” then
local wins = player.leaderstats.Wins.Value + 1
player.leaderstats.Wins.Value = wins
end
end)
end)
end
I’ve spent heaps of hours just trying to transfer the car system (with wheels) to another car body, it’s all come to a point where the car just doesn’t function - why, I don’t know.
I could write the gist of my problem, but it seems in words I absolutely still wouldn’t understand.
I’d be very grateful if someday someone would make a detailed video guide about it, the system is really nice, but designed apparently for more experienced people.
Or I’ll hope that in the future a more simplified one will be made for the installation
Hey, would you be willing to provide the original files to the trim sheets you used/created (all components of the pbr texture)? Especially the one used for most of the metal objects like the dumpster?