FGear is a custom vehicle physics solution for unity that helps you build arcade or semi-arcade style racing games. The package consists of a core module and some extra features that were used for making the demo scenes. It is mostly focused on 4 wheel cars but multi axle setups are also possible.
Looks interesting, tried the Touring car demo and drift demo with an Xbox controller and they both turn right with no steering, joystick works fine on other driving games in Unity.
interesting, i also have a xbox controller and it works fine, i assume it works ok with keyboard.
hmm how many controllers are connected to your system, may be another controller is interfering?
and which xbox controller do you have, is it wireless/cabled, xbox360 or xboxOne, thank you.
Just one controller, as I say works fine with all other Unity vehicle systems and games. I think it needs a bigger dead zone as the little black steering mark is clearly offset to the right showing steering input.
it seems that some xbox controllers axis values are not always zero even if you do not touch them.
FGear uses Input.GetAxisRaw method and you can configure sensivity/deadzones etc. for each vehicle but i will add an option to just use Input.GetAxis method.
i increased the controller dead zones and reuploaded the pc demos.
before the release i added a save/load mechanism for fast prototyping.
simply the component properties are dumped to a json file and read back when needed.
i also made a quickstart tutorial video:
I’m working on a F1 style game, the example is really great and I like how the tires spin out in low gears. I don’t know a ton about engines but I’m assuming that’s because there’s more power being supplied to the wheels on low gear. In high gears it doesn’t spin out too much, if I wanted to make it a little more challenging and have the potential to spin out when exiting corners with too much throttle, what would I need to do?
this might be tricky to achieve here are some ideas:
-your vehicle should have enough torque at wheels to loose longitudinal grip(high slip ratio) even in second and third gears. so higher engine torque and lower gear ratios are needed.
-engine should be more aggressive with lower inertia.
-tire forces generated by the pacejka96 formula(lateral and longitudinal) are not just summed up but they are combined so that wheels loose lateral grip when longitudinal slip occurs so you need to tweak the combined force parameters of your tire model. this part will be hard to make right since those parameters have no real physical meaning but you can see the resulting curves and you can find basic explanation of the tire parameters in the documentation.
How do I set variables during runtime? I tried this as a test but its not working.
WheelOptions wheelOptions;
// Use this for initialization
void Start ()
{
wheelOptions = new WheelOptions();
}
// Update is called once per frame
void Update ()
{
wheelOptions.setLateralFriction(1f);
}
I would like to try and get a little more sharper steering. From my understanding of the documentation I would change that with the Steering Sensitivity Curve. If I just click on the box without changing anything it automatically changes my steering to where the back wheels lock up and prevent lateral movement.
it has nothing to do with that curve, it seems that when you steer the car also handbrakes. it is not visible in the video but your axis settings are probably not proper. if you create a new project you need to setup axis inputs from unitys input manager(edit->project settings->input) or copy/paste the sample settings file that i mentioned a couple of times in the documentation : Dropbox
normally you may not get any problems because the default values in fgear are same as the default axis values in unity but if the vehicle prefab contains a different axis input like “Handbrake” and if that axis is not present in inputmanager then the system assigns the first available axis which is “Horizontal” and then your vehicle handbrakes when you steer