Pretty simple, no-strings-attached approach to an already easy-to-make machine. P.S., does anyone have a better intersection method I could use instead of circles? I feel like they're too choppy. ** added my own intersections that I'm working on. don't ask how they work, it's black magic.. or smth
**Updated to fix an occasional hangups in intersections, and added a reverse key (left arrow) to allow the ability to traverse the track backwards, showcasing the intersections' ability to be bi-directional
SirNoobAlot: embedded in the track, just before an intersection, is a dot that is scripted for collisions. when the dot encounters a collision it does two things sets the collision layer for the cross-track to 0, and it sets the collision layer for the inline-track to 1.
each intersection has four of these dots, two horiztonal, and two vertical.
when the horizontal dots are collided with, they set the vertical track piece collision layer to 0, and they set the horizontal track piece collision layer to 1.
the opposite response occurs for the vertical dots.
when the vertical dots are collided with, they set the horizontal track piece collision layer to 0 and they set the vertical track piece collision layer to 1.
I hope that clears up any questions.
HanaK: no, this is not a copy. it is, at worst, a branch of the work that SirNoobAlot created.