You have done a great job on making this asset. I have tried the latest demo and it just doesn’t feel right to me, the red car feels very unnatural on accelerating and braking, I cant really judge the handling as the steering is so limited at any kind of speed it just makes everything feel like its understeering. The red car also seems bounce about a lot, never seen a car do that in real life. And still impossible to do doughnuts.
Bouncing is due to the mesh collider polys so you are going over the ‘seams’ all the time which makes it so. Need to up the resolution on the road mesh.
As for the rest - that is why it is a test. The slip circle is getting some love today (in the test it was commented out hence no donuts and understeer). Also, some other areas need adjustment too but I wanted to put out a test built for people to try sub-stepping which is most apparent at lower speeds. Where before powertrain ran at ~10 updates for one FixedUpdate (and wheel update), now powertrain, wheels and the Rigidbody are all running at multiple updates per FixedUpdate and with no to little performance cost. This results in much tigher friction, esp. at lower speeds where the vehicles would always feel as they were drifting a bit.
I will be posting a demo when all the things are finalized, this was more of a ‘oh look it is working’ build :).
Please try now. A few things were sorted out, including friction circle. Doughnuts are working now too.
Handbrake is a bit too twitchy at high speeds for my liking so that is the next thing to investigate.
NVP2 Test Build Download
Edit: Just got rid of the understeer so a new build will be up in a few hours.
Okay, the release candidate for v1.4 is up (same link as above).
Beta for v1.4 is ready. If somebody wants to try it out send me a PM.
Well done on a very impressive and comprehensive looking asset. If I didn’t have my own system yours would be tempting ![]()
Version 1.4 has been submitted for review and should be available in 1-2 days.
Changes:
- Implemented physics sub-stepping. Vehicles now run at higher update rate than the rest of physics. Despite this the performance is same to slightly better due to optimizations.
- Revised friction and friction circle calculations. Eliminated excessive understeer.
- Many small improvements and bug fixes to both VehicleController and WheelController.
- Added adaptive smoothing to WheelController visual.
- Added “Show Advanced Settings” option to WheelController. Only basic options are now displayed by default which reduces clutter.
- Improved obstacle force calculation.
- Improvements to WheelController.
- Add latching handbrake option.
- Added option to calculate load coefficient from custom curve or automatically (default).
- Physical properties now can only be changed out of play mode or through scripting before the vehicle is initialized. This is a performance optimization.
- Reworked and fixed air brake hiss sound.
- Fixed TrailerHitchModule Attach On Play option not attaching the trailer.
- Fixed Ackerman steering bug.
- Fixed OnPointerUp not registering when multiple touches are present resulting in stuck inputs on mobile.
Hi, in 1.4 update has a very slow acceleration. I have also tried in a fresh new project and the acceleration is very slow compared with previus versions.
The previous behavior was unrealistic. If you have wheel spin you can improve acceleration by increasing longitudinal force coefficient on WheelController. The other two causes could be clutch that is too slow to engage or the obvious one: lack of power on the engine. Doubt that it is the last one.
Version 1.4.1 is on the way with the following changes:
- NRigidbody is now added to exisiting vehicles automatically if missing.
- Fixed null event throwing errors in VehicleController.
- Fixed “No Input Provider” warning even when ‘Auto Set Input’ is false.
- Fixed wheels falling through ground when not added as output to powertrain component and the vehicle state is toggled during playtime.
- Fixed high powered RWD vehicles pulling to one side when going straight.
- Fixed TrailerHitchModule Attach On Play option not attaching the trailer (again).
If I bought the first version, do I need to buy the second now?
An update has been released - buy it? =)
Hello,
NVP1 and NVP2 are separate assets with not much in common so there is an upgrade price.
You already responded to this several months ago.
In any case, I said I HOPE OR WISH, not that it was done.
Thanks for reiterating the answer.
Ah, I knew it was familiar from somewhere. The Asset Store notifications decided to highlight the wrong post for some reason so I automatically replied without checking the date. My bad.
Regarding Ashul’s issues of NWH conflict with other packages, I’m wondering if you are aware of a conflict between NWH and Steamwork.net. My understanding is that NWH give error with Steamwork.net packahe for sharing “InputSystem” namespace.
I’m willing to buy NWH but I would like to know if has been opportunity to detect / test / correct this issue.
Obviously steamwork.net is a must for many projects and can’t be surrounded.
Some info about that?
Thanks.
https://steamworks.github.io/ – Steamworks .NET C# Wrapper
Actually - all scripts in NWH Vehicle Physics 2 are under NWH or NWH.[AssetName] namespace so highly unlikely that that is causing any issues. What could be happening is the fact that Unity for some reason does not check namespaces when importing scripts so it is prone to overwriting any existing scripts with the same name.
InputSystem namespace is a namespace from Unity.InputSystem (their ‘new’ input solution that will replace InputManager in the future) so there should be no issues.
Edit: Just tried importing Steamworks into NVP2 project and 0 issues. All I did was drag the Steamworks unitypackage as it says in the guide. IF Steamworks requires InputManager or InputSystem to be active you can do that by going to Project Settings > Player > Input and choosing Both. That is what I recommend in the docs anyway.
v1.5 is on the way with the following changes:
- Restructured the asset to prevent errors when trying to import multiple NWH assets in the same project.
- Fixed terrain texture issue when the vehicle goes over the edge of a terrain.
- Improvements to WheelController’s damper. Some re-adjustment will be needed on existing vehicles. Damper now has separate bump and rebound curves.
- Fixed major damper bug that rendered damper ineffective under high spring velocities.
- Added warning for Powertrain > Wheels ordering.
- Transmission now calls ReconstructGearList() automatically after the number of forward or reverse gears has changed or a different gearing profile has been assigned.
- Renamed NWH.VehiclePhysics2.Input.Input to InputHandler to prevent confusion with UnityEngine.Input.
- Added deadzone setting to InputManager and InputSystem VehicleInputProviders.
- Fixed ‘Brake On Reverse Direction’ not working in some cases.
- Fixed InputHandler.Vertical returning wrong value under braking.
- Fixed GroundDetection querying terrain texture out of bounds.
- TrailerHitchModule now searches for trailers across all loaded scenes.
- Fix input sticking on scene reload when using SteeringWheelInputProvider.
NWH Vehicle Physics 2 is now on sale!
just bought nwh2 installed on unity 2019.3 and cant run due to errors:
Library\PackageCache\com.unity.inputsystem@1.0.0\InputSystem\Editor\Internal\EditorHelpers.cs(52,27): error CS0117: ‘AssetDatabase’ does not contain a definition for ‘MakeEditable’
Library\PackageCache\com.unity.timeline@1.2.14\Editor\State\WindowState.cs(718,21): error CS0103: The name ‘PlayModeView’ does not exist in the current context
Hello, could you PM me the invoice so I can check which version it is exactly?
This seems like an import issue on the Unity side as none of these two errors are caused by my asset directly.