Arcade car physics is a set of scripts and prefabs made to help you add cars, tanks, truck or any type of wheel vehicle to you game. You can use one of the four prefabs to add some gameplay to your prototype or test a feature but the scripts are also customizable enough through the inspector to be used on a full race game.
Iāll consider making a video soon but Iād recommend testing the demo scene or autober as itās difficult to get a feel of the gameplay from a video.
Been playing around with this, itās pretty good!
Looking to integrate a top down fixed approach where the car drives the direction youāre pointing. So if the car is facing up and you hold the āDā key or right arrow key it will turn and drive to the right side of the screen. Have you implemented something like this or know of what might be the best approach?
I havenāt tried to use my asset for a top down controller but if you uncheck isPlayer it will stop listening to inputs and you can write your own controller as I believe Iāve left access to Throttle and Steering from script. I think the current version might be missing access from scripts to Drift but this is coming in the next update.
Maybe we can work something together and have it in a future update.
I love the physics! Just waiting for the fix for the multiple Controllers and I will gladly pay to get this package if there is an upgraded pack coming out.
The issue: Jump, boost etc. is not isolated to one player. All the players jump if I am pressing jump.
Hi ZpetsnaZ, not sure why my code would make all cars jump with the same input but I guess itās probably that you either have the same inputName for all players or your inputs in Unityās input manager isnāt configured right.
Feel free to send me a link to you project in private if you want me to check it out.
Thanks for this! Do you think this could be a good starter for implementing ridge racer style arcade racers, or are they a very different beast? (certainly accurate physics seem a little unconductive to the whole ārail driftingā thing)
Hi,
You definitely can use this asset to do something similar if you are willing to deal with the physics of the car but a physics based gameplay like the one here will feel sloppy from what I think you mean by ridge racer game.
Youāll for sure have to work on the drifts.
Iād say youāll have more success with something else thatās not using Unityās wheel colliders
Do you know how the driving physics work in those games actually works? Iām quite familiar with the physics sim-style racers (at least the theory behind them, if not how they are implemented in practice), but canāt really find a good starting point for other styles.
Thank you for this beautiful asset! Unfortunately Iām having trouble with the speed, it goes negative when I press play (Iām on the demo scene), I selected one car to play but it still doesnāt work. Which variables should I change?
Iām guessing something on your inputs needs to be changed have a look at the inputs name in the cars and make sure it matches input in your project input manager.
Itās also possible you have a controller plugged in thatās sending ghost inputs.
The compiled demo works great! Love the feel of the cars and am trying to use it in a simple game.
I can make the vehicle turn, jump, and turn the boost on, but cannot accelerate. The Up arrow and W will cause the throttle value to increase but the vehicle will not move. Any idea what the cause may be?
Hey, I think your asset is really awesome! Iām trying to make a simple AR game now, but need to scale down the cars (because they appear 1:1, while I rather use toy cars).
Scaling makes the physics behave weirdly, do you know what I should check when scaling the cars down? (to about 1:10)
PS: I also had the handbrake problem, āsolvedā it by removing it from the script. I couldnāt find out why it kept being activated.
Hi, I have to admit that the cars donāt really scale as well as Iād like. I had a go at scaling up the car the other day for someone else and you can scale them as long as you also scale the motor torque and brakes too, the behavior changes a bit but it stays pretty close.
Iād try the same when scaling down but if you scale down a lot Iād expect some weird behaviors from the wheelcolliders. My advice would be to scale the world up instead of scaling the cars down that would also make everything easier to work with in the editor imo.