"Haha!"
I just got one of those great "haha!" moment you have when you solve a puzzle and you see the reward unfold before you. Except it wasn't a puzzle it was a bug I finally understood, and to fix it I'll have to change most of the collisions in the city... -_-
There's a collision bug somewhere, not sure if it's in Uru or the plugin or both and that's not really important anyway. Anyhow Uru doesn't like collisions on long planes. If you look at Cyan Ages you'll see they use specific separate models for the collision instead of stapling the collisions tags on the existing models. This is both for performance reasons and gameplay reasons, and most of all it never leads to strictly flat models. (not that I've seen anyway).
Stranger: some planes works some won't. Specifically those I'm having trouble with are the streets and some of the canals: long narrow planes. You fall in the middle of some streets meshes for absolutely no visible reason. You fall right there in the middle of a face. :blink: I've done a bunch of test and in fact a number of plane works, square planes (even very large squares), some arbitrary shaped planes work some won't. But long rectangular ones never work in my experience.. I tried subdividing the faces to no avail. That doesn't make sense to me.. But then again a number of other don't. Weirder and weider: if you extrude the edges of the plane upward (to turn it a box) it fixes the issue... The 'flat' part of it that didn't work now works even though itself hasn't been touched.. Go figure. I still have a number of things to learn about collisions.
Anyhow, simple problems, simple solutions: don't make the mesh flat. I'll create an actual separate (non plane) collision mesh that'll include streets and sideways and call it a day... (More like 4 in fact, one for each district) I hoped to avoid doing that as long as possible as is long to do; but hey, that way it'll be done. At least there'll be no more collision issues.
Couple hours of fun in sight for me tonight.. :ph34r: