Finally got a chance to update my Steam game with some new High Poly models and some fresh new animations of the many links of the steering and suspension of an RC Car. Before I learned the animating workflow through 3DS Max I was setting all the game objects transform with a bunch of different scripts and computing the arm angles individually. The ease of blending animations with mecanim was super fun and easy. Just wanted to share this and say thanks to Unity for the great system. Im glad I finally took the time to learn animations.
Let me know what ya think.
Looks really cool. Nice update.
I’m not an RC car user - but this is interesting.
Seems there is no difference in the speed of the vehicles when driving on different surfaces. Would be very cool if that were so. I’m sure there are several ways to accomplish that, with masked maps representative of the diffuse/albedo textures applied to the terrain.
Also would be pretty neat to see semi-soft body dynamics on the tires.
Thanks for the feedback. ![]()
Dynamic Friction, Static Friction and grip level is all being controlled already via a system that reads the terrain texture and updates all wheel variables accordingly. There is 8 different surface levels in the game that you can choose from in the included track editor. The track you see me driving on is just a blah track I made in literally 5 mins to try the onroad car.
You can see the track editor in other videos. I dont think the little zippy onroad car has that setup yet. The off road cars do though. You can def feel the grass and mud surfaces slow you way down.