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Wheel Rush uses a seed-based, weighted procedural system to generate track layouts. Each track piece has an assigned weight, and the generator selects pieces based on those weights and the current level’s seed ensuring variability while maintaining control.
Follow these steps exactly. Track generation is flexible, but mistakes here will break the path alignment, AI navigation, or collision logic.
Before adding anything:
The ground mesh (the surface cars drive on) must be sized:
X = 2 units (2 meters)
Ensure the mesh is clean, centered, and properly aligned in its own file.
Open Assets/Prefabs/Misc/
Drag track_piece_template into an empty scene

Right-click the prefab instance → Prefabs → Unpack Completely
This gives you a clean, editable base.
Under the track piece parent, you will see two empty objects:
These define where the piece begins and where the next piece connects.
Align these precisely to match the geometry of your track piece.
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Bad alignment = broken tracks during runtime.
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The WaypointLanes component controls how AI cars move through the track.
Create empty GameObjects under the track piece parent.
These will act as waypoints.
Place them along the path you want AI cars to follow.
Select the parent track piece.
In WaypointLanes:

Critical Rule:
Inside each lane, waypoint order must go from “start” → “join”.
If the order is reversed or mixed, AI cars will behave incorrectly.
Drag the track piece parent back into the Project window to create a new prefab.
This is now your usable track piece.

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Need Help?
If you run into issues with track alignment, AI movement, or generation settings, feel free to contact us—we’re always happy to help.
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