Car Tutorial (412289)

Rasenger

I had the same sort of problem with my skinned mesh. All wheels got centered on the root-bone. To work around this behavior I took the wheel rotation code from Jcar and implemented it inside the UpdateWheelGraphics function.

Peter.

This is brilliant!!!

I have never (EVER) wanted to make a driving game but I do enjoy playing them… I’m now having other ideas!

Well done,
Matt.

I allways have inverted camera. Why ?
Just download and run and see that

If I set Good Quality, all work fine.
I have Unity Pro and my videocard is GF 9800 GTX+

Maybe you have “Field of view” of you camera in a negative value.

I just download and open the project. I have download it twice.

I like the car tutorial although I haven’t actually done it yet ;-D Too busy playing around with the demo.

Just wondering though… what if I wanted to have, say, 8 cars all visible at once, would it bring the engine to a major slowdown? Talking about pretty average hardware… the 1-player demo gets about 40-50fps on my system in good mode and about 25 in fantastic.

Each of the cars would have the same kind of physics as in the demo. Is it too much physics?

infinite thanks!!!

Need to try it!!! sadly I’m now in an ubuntu pc!!_ :evil:

For those of you having a problem with the wheels moving away at the time you hit play, this might help.

Make sure the wheel meshes have their centers at the wheel centers, not the center of the car.

Select the wheel you wish to work with, in the top view. Hit F to focus on that wheel. Make an empty GameObject, and your recent hit on the F button should make it appear at the wheel center. If not, move it to the wheel center.

drag the wheel mesh in the heirarchy into the empty game object. This parent object is where you place the “Wheel” script in the alternate model, and the object you choose as a wheel in the main car script, whether the included one or in the alternate physics “car controller” script.

On the rear wheels, I have to nest the parent to the wheel mesh inside another empty game object in the same place. The wheel script still goes on the game object that is the parent of the wheel mesh. You still choose that game object for the car script. The additional game object stands in for an axle position on the back, basically. At least that’s how it seems.

I’m going to re-work the reverse gear on both of these scripts. My game is an open ended driving game instead of a race, and actually backing up can be worthwhile. On the included script the reverse shoots forward when released, and doesn’t seem to work at all on the alternate model.

I also don’t like the way the car stabilizes itself in the included script, if you are turning while jumping over a hill, like with a baja bug or a dirt bike, it counter-rotates in a very non-intuitive way while the vehicle is in the air, or when the front wheel or wheels are off the ground, like a wheelie or a strong bump.

Overall, though, the whole tutorial is GREAT!

I confirmed about the artifact glitch(grey and flying small debris of vertex) also a second strange overlay with pure grey on it o_0;,you can see through the object behind it and somehow in this strange 2nd overlay the cartesian cordinate not appear,reported here : http://forum.unity3d.com/viewtopic.php?p=320888

Try this:
Turn of AA on all Quality levels
or
Be sure that you have the 2.61 Standard Pro Assets package (Image Based)

Im 99% sure its the image effects/AA doing the flip.
While making the track I had that problem when upgrading to 2.61 and I solved it by either turn of one of the Image Effects and later on fixed it (real fix) by importing new fresh Pro Standard Assets.

:wink:

Hope it helps

Yeah, i got the same weird effect in the water.

Other problem that i have is that the skidmarks doesn’t show in the test scene and i don’t know what i’m missing because i’ve been comparing this scene with the completed one and they look the same.

Any idea?

Thanks and cool tutorial!

Ill ask in the office tomorrow :wink:

Sry… no body recalls any problems with the skid marks.

Ok, i’ll keep looking. Thanks.

Hi all,

I’m playing with the GMC contained in the tutorial and I’m really impressed.

However when I import the vehicle into my own project and go over a jump, often the wheels go through the terrain and get stuck under it leaving just the truck body sticking up above the terrain - the gmc is then undrivable requiring the scene to be reset.

Anyone know how I could fix this? I can’t see any colliders on the wheels - what is stopping them simply going straight through the terrain even when the scene starts?

Thanks

Jeff

Yes, you right. If AA is off, all fine. But I have reloaded Pro Assets and have no changes. Strange effect.

Neodrop, can you please submit a bug on this so we can get your hardware specs.

Thanks!

Done.
Case number 355322

I am not your regular physics expert, but the “transmission” of the car in the tutorial seems quite messed up. Anybody else notice something strange?
Look at the reverse driving behavior.