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By using this website, you agree to the Privacy Policy and Cookie Policy. Otherwise, always refer to the project I provided above. I might touch this topic on this website later on with a focus on versatility, keep in touch! The main configurations to change are relating to physics. Below you can see the comparison between default and my project.
Overall, those settings increase the physics calculation accuracy. The default contact offset determine how close something is to be considered a contact. The solver iterations can affect a lot of things, but I change those numbers to eliminate strange car physics such as jittering and bouncing on high velocity. It certainly is very simple and you can easily replace it with another model, but I use this structure to easily assess the car physics especially during collisions.
The CarPlayer group parent is only an empty object to prevent scaling problems related to the parent-child relationship in Unity.
Basically, I can now individually control each of the models inside the group without affecting the others. With this structure, the physical properties of different sides of the car can be different too. Here you can see the different properties you can set for each physics material. Only the friction object has a friction set to non-zero.
So, the only parts with unchanging frictions are the sides and the top of the car. You can also implement this structure into your car, even if you have something with a different form. As the collider of a non-simple object is basically still a combination of simple shapes.
Before we jump in on the physics, let me explain about the segmentation of the car program. Below are the programs when divided into big regions.
Prior to this, I was actually hesitating on multiple turning systems. The problem with physics-based car movement is that the rotation speed as in, how hard you turn your steering wheel greatly affects how the car behaves. It shifts and messes things up with the internal calculation when your car hits something and thus rotating without your input , and suddenly your car direction is off by certain degrees.
This is the problem quaternion system that Unity uses trying to solve. That is, the fact that a conventional rotational system 3 rotation axes in a 3D world leads to multiple different results depending on the order of the rotation. As you remember before, I decided to set the frictions parameter on the wheels to zero.
This is because the force acting on a wheel depends on the direction of the car. The frictions or tire grip are basically just opposing velocities or accelerations acting on the body. In short, the friction parallel to the car direction is smaller than the friction perpendicular to the car because wheels can roll in one direction. Slopes are another simple problem. A car on a slope will mainly have one main effect: reducing perpendicular force acting on the car normal force , thus reducing grip.
Because the normal force of the car is also reduced by that amount. Under certain force, the wheel of a car may begin to lose its ability to move in one direction and starting to move sideways. Intuitively, the level of the slip of a wheel is something of a hysteresis.
It may leave the slipping state harder than it enters. So, when it has started to slip, it might take a while to regain its grip. But when it does, the grip level would jump in and the car throws itself back to normal. Below are the curves when combined. The maximum slip level 1. After slipping, I was trying to counter it. But my car would turn slowly until grip level is back, in which it throws itself to the direction I wanted.
I use a simple following-camera for this. Assign the code to a camera, and then position it relative to its target CarPlayer. The distance and the orientation of the camera in the scene will be used as a reference.
In this way, you can adjust the camera without touching the code again, just by moving or rotating it in the scene. Using the Name of each of those inputs, you can map it into your program like below.
In essence, the Controller subroutine is a box asking for input signals, before passing it into the car. Meanwhile, the input can be from your keyboard, or from simple conditionals computer. As you can see here, depending on which faction I assign to the cars in the inspector, they may behave differently. The main enemies are cars that are hell-bent on chasing you everywhere. I also added neutral cars, which are just minding its own business and full throttle all the time.
You can see its command really is just a single line in the previous image factions. Enjoy the results of this behavior. As you can see from some of the clips above, the versatility of the car physics let me do a lot of crazy things to add to the scene.
You can also get creative and add a few dynamic platforms like a seesaw a box locked in every transformation, except for one rotation axis. This is presumably caused by the inspector forced to poll in new data in the GUI.
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