Fixed:
Cars that crashed off the edge of the map at high speed would fall forever — they now automatically reset back to the last checkpoint you passed.
Fixed a bug where a crashed car resting on its side or upside-down could get stuck with the camera flickering/glitching instead of recovering. Flipped cars now reliably right themselves and return to the track within a few seconds.
Fixed a potential build-stability issue in the city traffic system that could have caused compile failures in future builds.
Technical changelog (for you)
Player recovery system (CRCarInfo.cs)
New: player car falling below the map (Y < -5) now auto-resets to the last waypoint it passed, facing the right direction, with velocity cleared so it doesn't land still spinning.
New: player car flipped/on its side for ~2.5+ seconds now gets the same waypoint-reset treatment, replacing reliance on the vehicle asset's unreliable built-in recovery.
This only affects the player's car — AI and traffic cars are untouched and keep their existing separate recovery logic.
Realistic Car Controller (vendor asset) fix (RCC_CarControllerV4.cs)
Fixed its built-in "auto-right the car" feature, which only detected sideways rolls (not nose-over-tail flips) and never cleared the car's spin/velocity before repositioning — that was the source of the flicker/repeat-fail loop.
Disabled its global auto-reset entirely at runtime now that your own player recovery handles it more reliably; AI cars still recover fine through their existing stuck-detection.
Backed up the original file (RCC_CarControllerV4.cs.bak) before editing, since this project has no version control yet.
Fantastic City Generator (vendor asset) fix
Found and fixed two scripts (TrafficSystem.cs, FCGWaypointsContainer.cs) that referenced an Editor-only Unity namespace without a proper build guard — this is the kind of bug that compiles fine in the Unity Editor but can fail a real Standalone/Player build. Worth doing a fresh test build to confirm before your next Steam push.
Also reviewed this session (no changes made, just findings for later):
Full pass over your own Assets/Scripts — flagged some duplicated/dead code worth cleaning up eventually (three overlapping airplane-attack implementations, duplicate waypoint scripts, etc.) but nothing urgent.
Developer Anton Opic 2026 Clause Sonnet 5
