[quote="SoldjahBoy":90xygnk5]Obviously each lane would need a path, but the object would need to be able to jump from path to path easily without relying on nodes as a point of changeover.
Having say 5 paths, with 1 car on each path that follow each other exactly around the circuit... then when a lane change occurs simply delete the car from path X and move to path Y, and throw in a "ghost" car for the lane change animation as such.[/quote:90xygnk5]
I'd say have a single path, since if you have many, nothing guarantees they'll stay in synch along the path (at a bend, the paths on the outside will be longer, and they might get behind). Just have a "pace car" object following the path and then place your car offset to the right or left of the proxy a fixed number of units. Make sure road art is sized accordingly and avoid hard turns, as Path Behavior does not do smooth bends and the cars outside the main lane will seem to jump around.
To smoothen bends, I've thought about making the "pace car" follow another proxy object with the path behavior. The "pace car" would follow the proxy smoothly, thus softening bends. How to do this without getting behind the proxy? I have no idea yet
I'll appreciate ideas on smooth path following, as I kind of need it for my game