Use the Track device to create a race track for your island. You can extend the spline, then use the Style Editor to visually transform it into a new design.
This devices determine various gameplay data like player position tracking, and respawning.
Track Splines
A spline is a continuous curve that passes through a set of nodes, or spline points, with transforms that can be adjusted to affect the track's shape.
When you add more track devices, debug lines are drawn from the first and last nodes to other nearby splines. These lines show how the tracks map to one another. At runtime, the player tracking system uses this mapping to determine each player's progress through a lap.
You can select a spline point and use the transform tools to alter the track's location, curves, and size at that spline point. You can also use the spline point tangent to alter the track's angle and positioning.
When altering a track spline, make sure to select a spline node instead of the device itself. You can determine this by what's selected in the Details panel.
Make sure Spline (MainSpline) is highlighted, then edit your spline node. If the node isn't selected, you'll end up editing the entire track.
You can also right-click on either a spline or spline point and edit your track through the Spline Point options. Right-clicking a spline point will offer more customization options.
A track spline's color will indicate its Track Type value. Following are the track types and their correlating spline colors.
Primary: Green
Secondary: Blue
Cosmetic: White
Validation Check
A series of validation checks run when you launch a session, upload to a private version, or publish. Note that failing to meet the requirements to pass the validation check will prevent you from testing or shipping your project.
You must have only one primary spline per island.
If the start line and finish line are the same checkpoint, the track will be considered a circuit track and must have Looping Track set to True.
Secondary tracks cannot have Looping Track set to True.
User Options
The Track device has default User Options that can also be found in the Style Editor.
| Option | Value | Description |
|---|---|---|
Rebuild Track | n/a | Click to rebuild the track and refresh meshes. This will not delete your existing track. |
Track Type | Primary, Secondary, Cosmetic | Determines the track type. There can only be one primary track per level. |
Is Independent | True, False | This setting is only for the Secondary track type. Set this to True, when using teleporters for Secondary tracks. |
Track Spline Point Data | Del Mar Track Point Data | Sets the data for every track segment. Options here can also be found in the Style Editor. |
Meta Data | Array elements | Array that holds the various data elements associated with this track's spline points. Each index corresponds to the track's spline points. |
Index | 4 members | Each index maps to an index of this track spline. Editing values here is much like editing values in the Style Editor. |
Track Type Tag | DelMar.Track.Basic.Default.GuardrailBoth | The tag associated with the currently selected track shape/style at this index. |
Use Stable Roll | True, False | Can be useful for track sections where the spline twists on itself unexpectedly. |
Use Front Endcap | True, False | Determines if a mesh endcap will generate on the far end of the track section. This option is useful if the track section is invisible. Otherwise, you will have a missing edge face along your track. |
Use Back Endcap | True, False | Determines if a mesh endcap will generate at the node. This option is useful if the track there is invisible. Otherwise, you will have a missing edge face along your track. |
Track Style Editor
Clicking a spline or spline node will launch the Style Editor. When this window opens, you can drag its tab and dock it where you'd like.
The Track Style Editor has two edit tabs with customizable settings: Device, and Track. These tabs surface commonly used settings while making adjustments to a Track device.
Device
Use the Device edit tab to customize device-level options for the track.
These options are surfaced here to provide a single dockable window that offers relevant settings to decrease the need to switch between the Details and Style Editor windows.
| Option | Value | Description |
|---|---|---|
Show Spline Point Numbers | True, False | Determines whether spline numbers will show along the track. |
Looping Track | True, False | Determines whether the track will render as a continuous loop. Selecting this option will close the gap between your final node along the spline, and your first node, filling in the space with track mesh as needed. This option is only available for tracks that have a Track Type of Primary. |
Theme | Default | Determines the theme of the track. |
Track
In the Track edit tab, you can customize settings for individual splines along your track to change its design.
You can also use these settings to alter the spline's transform, tangent, and input controls.
Use options under Selected Points to edit the location properties of your spline.
| Option | Value | Description |
|---|---|---|
Select Spline Points | Select an icon | Use the icons to select a spline point to edit. |
Input Key | Select a number | This value will reflect which spline you have selected. |
Location | Enter location values | Values reflect the spline's location. |
Rotation | Enter rotation values | Values reflect the spline's rotation. |
Scale | Enter scale values | Values here reflect the spline's location. |
Arrive Tangent | Enter arrive tangent values | Sets the arrive tangent of the selected node. |
Leave Tangent | Enter leave tangent values | Sets the leave tangent of the selected node. |
Use the Road Options settings to edit gameplay variables at specific points along the track.
| Option | Value | Description |
|---|---|---|
Use Stable Roll | True, False | Can be useful for track sections where the spline twists on itself unexpectedly. |
Use Front Endcap | True, False | Determines whether a mesh endcap will generate on the far end of the track section. This option is useful if the track section is invisible. Otherwise, you will have a missing edge face along your track. |
Use Back Endcap | True, False | Determines whether a mesh endcap will generate at the node. This option is useful if the track there is invisible. Otherwise, you will have a missing edge face along your track. |
Use the Road Style settings to edit the shape and style of individual segments of a track. You can create tracks with the following Road Shapes.