Easy and fast to set up with all the defaults loaded automatically and validation system that warns the developer about any setup issues.
Modular vehicle architecture. Enable or disable parts of the vehicle as they are needed, either manually or through the in-built LOD system.
Powertrain solver that features excellent performance, stability and physical accuracy.
All aspects of the vehicle are adjustable at runtime - including suspension, friction, gearing, powertrain, etc.
External module system. Add or remove functionality as needed. Modules are easy to write and can modify almost any part of the vehicle behavior.
Wheel Controller 3D (Wheel Controller 3D | Physics | Unity Asset Store) is included and used instead of WheelCollider. It offers ground detection along the whole bottom half of the wheel, it is highly customizable and uses an advanced friction model.
Per-wheel surface detection. Different friction curves, sounds and effects for each surface.
Easily extendible interface based input system with support for standard Unity input, Unityâs new Input System and mobile controls out of the box.
Custom editors for all scripts make navigation through the asset easy. For this we developed NUI, an editor GUI framework, to keep the visual experience through the whole asset consistent.
Support for âPhoton Unity Networking 2â and âMirrorâ multiplayer solutions.
Highly optimized code runs on both desktop and mobile devices. Desktop demo uses under 0.5ms of total CPU time per frame for all vehicles combined.
Everything seen in the demos is included in the package.
Model based on inertia, torque and angular velocity ensures realistic behavior in all conditions. E.g. vehicle can be started by rolling it downhill, given that it has ignition and the clutch is engaged.
Drivetrain solver runs at multiple steps per FixedUpdate ensuring immediate response and physical accuracy, while heavily optimized code makes it very fast.
Output of individual drivetrain components can be set to any other component, e.g. connecting clutch directly to the wheel is possible.
Engine with adjustable power curve, losses, rev limiter, forced induction (turbocharger or supercharger) and simulated fuel consumption (module). Engine can be stalled. Support for ICE and electric engines/motors.
Clutch can be either manual or automatic, with adjustable slip torque and engagement. Releasing the clutch too fast will stall the engine.
Transmission can be Automatic, Automatic Sequential, Manual, CVT or External. Realistic gear ratios with adjustable shifting behavior make it suitable for any type of vehicle. Shift duration, variable shift points, incline effect, etc. are all adjustable at runtime. Supports unlimited number of forward and reverse gears.
Differentials - Open, Locked, VLSD, HLSD or External. Any number and configuration of differentials is possible, be it FWD, RWD, AWD, 6Ă6, 8Ă8, etc. Due to solver using sub-stepping locked differentials can be extremely stiff.
Wheels and Suspension are handled by WheelController3D which not only gives them 3D ground detection but also makes them adjustable in all the ways possible. Spring and damper curves with bump and rebound damping, adjustable spring curves for progressive suspension, camber, anti-squat geometry, rim offset, inertia, drag, surface friction presets using modified Pacejka or completely custom curves, individually adjustable longitudinal and lateral friction, load/grip curve, adjustable ground detection resolution, etc.
Axles - each axle can have one or more wheels. Each axle has adjustable steering (steer coefficient, Ackerman, toe angle), adjustable brake and handbrake strength, caster and camber angles and also ARB (Anti-roll bar). Solid axles are supported, check Monster Truck example in the demo.
Simulated aerodynamic drag and downforce.
Effects
Damage affects vehicle performance and handling. Optimized queue-based mesh deformation that spreads processing over multiple frames.
Sound system with master settings, AudioMixer and 15 different sound effects. AudioSources are set up automatically at runtime and no manual setup is required. Positional audio.
Vehicle lights with low beam, high beam, tail and brake lights and blinkers supported. Can be used with any number of lights of any type and/or emissive materials.
Surface particle effects that are set up automatically and depend on the surface type.
Exhaust smoke and exhaust flames.
Modules
External module system makes adding extra functionality to the fast and easy, with the code being similar to that of a typical MonoBehavior with familiar functions such as Update() and FixedUpdate().
Following modules are included, with more to come:
ABS
Aerodynamics
Cruise Control
ESC
Flip Over
Fuel
Metrics
NOS (boost)
Rigging
Speed Limiter
TCS
Trailer
Trailer Hitch
Compatibility
Officially compatible with:
Complete Terrain Shader (CTS)
IK Driver Vehicle Controller
Mirror
Photon Unity Networking 2
Notes
This is a major update with many changes from first version so upgrading from v1.x requires setting up vehicles mostly from scratch.
Support
If you have any questions, problems or suggestions you can contact us here.
Basic support is included in the price of the asset and we answer within a few hours.
Iâm confused about the explicit mentioning of compatibility with a terrain shader, which imo shouldnât matter. So Iâm thinking it might not work with others. I prefer MicroSplat, is Vehicle Physics 2 compatible with MicroSplat as well? What are the criteria / features for being compatible?
The Monster Truck and Tatra videos look amazing, must have!
I mention it because a lot of people asked about it and the author of CTS included a compatibility option for that reason.
The only requirement is that the splat maps get assigned on the Terrain itself since that is what is used.
It is explained in more detail here: http://nwhvehiclephysics.com/doku.php/NWH/VehiclePhysics2/GroundDetection/GroundDetection
Yes, everything that can be seen in the demos is included.
In fact the screens, demo and the demo scene provided are identical (minus the Standard Assets trees).
Congrats on the release. Itâs been a long time coming
I couldnât see the asset on your store page so I was wondering whatâs going on, but the asset store link works fine. I guess it just takes a while to show up.
I have just done a test import in 2018.4 and 2019.3. There should be no warnings or messages on import besides a single âCheck winding failedâ which is a mesh import message and shows only on the first import.
If you get any other messages please send me a message at the email in the signature.
Note that upgrading while NVP1 is present in the scene might cause problems because there are some materials and objects with the same name, but still are not the same. The scripts should upgrade fine because they are using NWH.VehiclePhysics2 namespace.
Hello,
yes, there were a few changes during the development.
Yes. But presets for this are not enough and there will be modules as each of those needs some additional functionality. I.e. motorcycle behavior is quite different from a car, it needs to balance itself, etc. Motorcycle module is already in the development.
They will be sold as separate modules for a price of around 10 USD. The support for motorcycles and tanks will be much better than in NVP1 since they will be more of a mini asset with additional documentation, features, etc.
Smooth out all the bugs as soon as possible while developing the new modules is the roadmap. I can not give any ETA at this point in time. Expect the updates to roll out every few days in the beginning.
Bought it straight away, looking forward to using it. I read on I think the older VP1 forum that you will be releasing a ffb wheel module at some point for VP2. Do you have a rough estimate on when we could see this released?
Great asset, bought it instantly and had a lot of fun with it yesterday
I wish you could integrate the vehicles from VP1 as well, especially Tank and Monster Truck. I should try myself to convert though, but it would be an easier start for everyone to have them set up as prefabs and you can just drag them into your project and drive.
Oh, and since I was using it in my scene you could add MicroSplat and MicroSplat Trax to the Compatibility list.
Edit: I recreated the scene quickly from scratch, so hereâs a rough making-of:
Note: The jumping car was my fault. I totally forgot to apply the Physics Settings and Timing changes as described in the Quick Start documentation of NWH Vehicle Physics 2. Apologies for that!
ya I seen all the features, I just didnât know what was added vs the new one. Been a little while since I used the first version⌠I bought it awhile back when you first released it. anyways Thanks for the info and update.
FYI: would be good to have a comparison list. for easy access, this would help sales too.
I made one for GAIA pro, when it first came out. to give them a hand, it was pretty useful to users. This way it can make a better decision on to upgrade or not. ( Just a thought) I recommend to others making new assets (upgrades)
Anyways, looks cool either way. Nice work man.
as an example ( https://www.sidefx.com/products/compare/) FYI not promoting this, just using it as an example. ( I do UX/UI work, and we do a lot of this stuff to help users to they can decide .better. /cheers