how to influence car jump ?

Hi,

i’m working on a game where the player could control an all-terrain vehicle in an open space (a desert for example).
Actually i try to fix the vehicule behaviour. It’s a kind of buggy and i use wheel colliders.

My main problem is when my car jumps (due to the bumps) : the jump is to long. After some research i realise that it’s quite normal in terms of Physics (looking rally car jumping,ect …) but i would like to minimise the jump.

The only idea that i have now is to reduce the max speed of the car but driving at 50km/h in a desert it’s not really funny xD
An other idea could be to not use the Physics and build my own “car controller” from scratch, but this afraid me a bit ^^

Do you have some ideas ?

Increase the gravity when the car is in the air?

or maybe add a rigidbody to it and give it a high mass?

Well i tried to change the gravity when jumping … the result is what i’m looking for :slight_smile: But i don’t like to switch the gravity of all the scene just during the jumps of my car xD I expect to have weird behaviour with others objects affected by gravity ^^

So the idea is to probably disable the gravity on my car and apply it manually

you could just test the ground collision and then apply an additional downforce on the center of mass of the car.

Yes, it’s also a good idea (and finally it’s the same thing that apply a specific gravity on the car … all is about apply more or less forces :slight_smile: )

Now i try to find a way to prevent my car to overturn during a jump xD (freeze rotation works but the “effect” is not smoothly :slight_smile: )

You can stop or limit the rotation of a rigidbody object using a configurable joint. You just need to set the Angular X/Y/Z properties to Locked or Limited either from a script or the inspector as appropriate.

I missed your reply, i was working on something else (the network part of my game :slight_smile: ) but it’s exactly what i want ! Thank you :slight_smile: