Vehicle physics game training




















The downforce applies more load on the wheels, increasing their grip. Aero App Point Offset: longitudinal distance in meters from the CoM where the aero forces will be applied. Aerodynamic properties are applied in a point relative to the CoM given by the property AeroAppForceOffset, in meters.

If set to 0 then the drag and downforce will be applied at the CoM. A positive value means applying them ahead of the CoM. A negative value means applying the forces behind the CoM.

The property AeroDownforce pushes the vehicle down with the speed, giving the wheels more grip. If AeroAppForceOffset is negative, then the rear wheels receive more extra grip than front wheels. This is useful for achieving stability at high speeds. The opposite also applies: if the vehicle can hardly turn at high speed, then you could try setting AeroAppForceOffset to a positive value eg. Drive force is decreased with speed according to the Force Curve Shape. Beyond the maximum speed a resistive force is generated.

Effective maximum force is decreased with speed according to the Force Curve Shape. Final force applied by wheels depend on the Tire Friction and load. When the wheel is sliding the force is deflected to the slide direction, and the wheel loose sideways grip.

The more slip allowed, less sideways grip. Traction Control TC limits this slip or even removes it. Force Curve Shape: How the force is decreased with speed. Affects the time the vehicle needs for reaching its maximum speed. Final brake force applied by the wheels depend on the Tire Friction and load. Brake Force To Max Slip: Excess of force in N that makes the wheel to slip while braking at its maximum allowed rate defined below when receiving brake force.

Brake Mode, Hand Brake Mode: how the excess of brake force will be translated into slip. Useful in some circumstances while developing in the Editor. Most of time these will be controlled by the component Vehicle Standard Input. Settings affecting the visual meshes of the wheels.

Can be configured for visual quality or performance:. OnUpdate provides great quality even in slow motion, OnFixedUpdate is slightly faster. WheelPositionMode: how to calculate the visual wheel contacting the ground.

Accurate uses an additional RayCast on each frame. Fast takes the position reported by the physics directly. Disallow Runtime Changes: Performance optimization if these WheelCollider parameters are not expected to change at runtime: spring, damper, suspension distance, force application point.

Position and Radius can be automatically configured to their corresponding visual meshes. Check out the video at the top of the page. Hey Edy, is it possible to make a vehicle make donuts like in this video using EVP5? I am just starting in game building. Use rear wheel drive only, then adjust the longitudinal position of the CoM and the Max Drive Slip Value until you find a good setting.

Even some drivers in the video are struggling with power and steering in order to find the proper balance. Still, next version is planned to include new settings for balancing the car center of mass, power, brakes that will make much easier to configure the vehicle in the desired way. Once health reaches 0 the vehicle standard input script is disabled. Looqmaan, please send your support request by email to edytado gmail.

I recently bought the package and I feel that the sports car in the demo has higher top speed and more reponsive turning than the current demo in evp5. Is it because its a work in progress?

How do i make the sports coupe more like a racing car. I tried changing the top speed from default 60 to all the way to and also the force from to but I dont see a big difference. And at high speed turning is really difficult. Is there a way to control that? Not sure where the problem is. Just bought a copy of your asset and I am really happy that I did:. Easy to use and easy to control. Is it hard to integrate Oculus VR in your system?

Aydin, thank you very much! Either replace or configure the camera in the scene for using Oculus VR. Thank you for your response. Will try it out:. Other question that I asked but never got posted was about brake lights. If I buy your Unity3D product which is in beta, will I get free update when it is officially released?

Aydin Brake lights will come in a future release. Ope Yes, all future 5. Wheels must be children objects and have their origins located at their respective centers. Check out this video for details. Hi, we are pro users of your package and we love it! Looking forward to the new updates. I posted a question on the unity forum and wondered what the turn around time might be on an answer?

Your car physics tool is a really awesome one! Apratim, please mail me the details of your setup so I could take a look at them and give you a solution. Thank you! Hi Edy! I bought your asset and it is really great!

Can you help me in adding controls for Android to the project? How to do that? A mobile device controller will be included in an upcoming version. If you play the game, the car physics are very realistic. Especially when you drive half on the way and half on the grass. I wonder if smashy road physics can be achieved with your package or if that your package is too overkill or not suited for this purpose? Most of them have the driving aids enabled. But they can be disabled, and the vehicles can slide in the way required by your gameplay.

Hello, Your pack is really great! I wonder if I can make a semi- trailer with the joint? Hola Edy! Muchas gracias por tu trabajo!! Muchas gracias! Thank you for your feedback! Please send your support query to edytado gmail. Kindly help. Elvis, please send your support request by email to edytado gmail. Hi Edy, i just purchased evp5. Is there anywhere a example setup for an arcade style driving? I have tuned, a bit but i get not the results i expected.

Regards Andreas. Andreas, please send your support request by email to edytado gmail. Edy, are we gonna be able to make a driving simulator when you implement all of the previous features of the system? However, my other product Vehicle Physics Pro accurately simulates all parts of the vehicle, including engine, gearbox, clutch etc.

In VPP you can actually configure the engine to stall. Edy Yes i ment vehicle physics pro, it improved from last time i asked this. Okay so this should be possible then, great! Hey I just purchased you Vehicle Physics.

I am extremely impressed. Might wind up saving alot of questions, and would be extremely useful for new users. Any help would be greatly appreciated. Where is the manual?

Rob, thanks for the suggestion! Each project demands a specific behavior, so the best I can do is helping user to understand how each parameter affects the behavior of the vehicle, as well, as provide useful examples to take as reference. I can tell you that the ground materials and marks work in the same way as Vehicle Phycics Pro, so most of the ground materials doc is also valid for EVP:. Hi — I bought your package on the asset store, and I like it a lot.

Thanks, Ernie. Ernie, please send your support request by email to edytado gmail. Hi Edy, nice job with your EVP package. I bought it and it works fine!

I just want to know if you think that is possible to create a semi-trailer truck with your package. The semi-trailer truck can be simulated with two EVP vehicles joined by a custom joint.

Truck would enable throttle, brakes and steering at their corresponding axles, while the trailer would enable brakes only. Any assistance would be appreciated. I need to OffSet your Skidmark shader to raise their z-axis to show up on easyroads surfaces. Features Vehicle Physics Pro is an advanced vehicle simulation kit. Examples: Driveline windup may be observed in locked differentials as static torques. Under certain conditions a drive wheel could rotate backwards in open differentials.

Customization Up to 10 axles 20 wheels in standard vehicles Unlimited wheels per vehicle in custom vehicles Custom add-ons for external features e. Performance Mobile and low-end systems supported Efficient, scalable design Supports physics update rates as low as 16 Hz 0. In continuous development since changelog Application examples Most of the 3D models shown here belong to third party customers and are not included in Vehicle Physics Pro.

Racing games and simulators Configure and fine-tune the vehicles applying real-world techniques and tricks. Training simulators Apply the specifications of real vehicles to Vehicle Physics Pro and build a simulator for training drivers. Example: ABS vs. Prototyping Experiment with any crazy idea you may have: two engines, one per front-rear axle?

Observe the behavior and all the side effects. Feature examples Most of the 3D models shown here belong to third party customers and are not included in Vehicle Physics Pro. Vehicle physics system for the Unity engine.

Branches Tags. Could not load branches. Could not load tags. Latest commit. JustInvoke Replaced references to material with sharedMaterial for renderers and…. Replaced references to material with sharedMaterial for renderers and…. Git stats 69 commits. Failed to load latest commit information. Update issue templates. Apr 5, Dec 18, Replaced terrain example layers. Small documentation fixes. Oct 17, Updated copyright year to Jul 2, Moved up "how to use" section.



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