Powerslide Kart Physics [Open Source] – Drift, jump, and boost with classic kart mechanics

Roceh/RVPFishNet-Multiplayer-Car-Controller: A FishNet client side predication port of Randomation Vehicle Physics car controller (github.com)
Is it feasible to modify it according to this?

Is bug?
In the OnCollisionStay method, turn on the anti-gravity, the road vertical, kart collision with the wall jump up

I can’t immediately tell how feasible that networking solution is, but when I have some time I may take a look. If you can sync the position and rotation of the karts then you can have a basic networked game going.

I don’t completely understand your description of the bug, but it sounds like it has something to do with wall collision detection not working correctly with anti-gravity. Make sure that localUpWallDotComparison (in the walls category) is enabled while using anti-gravity so that the proper direction is compared to the wall normal, or that gravityIsGroundNormal (in the gravity category) is enabled.

Version 1.07 has been released:

  • Added support for steering wheels and handlebars that turn with the new KartSteeringWheel component. All kart prefabs have been equipped with steering wheels/handlebars.
  • All kart prefabs have been given the KartBump component for better feel with kart-to-kart collisions.
  • All kart prefabs have been tweaked to have slightly higher gravity and a bit of visual tilting when turning and accelerating or braking.
  • Kart wheels can now be tilted and have the visual wheel more correctly sit on the ground surface. Raycasts for physics behavior still go straight down. The bike prefab’s front wheel has been tilted.
  • Some redundant code in the Kart.GroundCheck() function has been consolidated.
  • The package now requires Unity 2019.4.0 or later due to new Asset Store guidelines.

I will likely stop selling this asset within the next year, so this is probably the last update unless a major bug is discovered. I’ve been wanting to take a break from this side hustle for a bit (not that I’ve been doing much with it) and most months only see a few sales; one month recently had none. Part of this might be due to inclusion in the Lunar New Year bundle earlier this year, which was excellent. After a grace period of a few months or so it will end up on GitHub like my older assets.

Hey Justin, been away for a while… and Powerslide is no longer in the asset store :frowning:
How can i get V1.07?

You should still be able to update it from the package manager, or maybe from the “my assets” section in the store. If for some reason you can’t download it just email me and I’ll send you the latest package. I took it down from the store sooner than planned for reasons I probably don’t need to explain, and will make it open source by the end of the year.

1 Like

Thanks man, i was writing you an email when i realized that i can get it from the package manager. Sorry :slight_smile: I just like to keep backups of my assets on a separate HDD, dont know if it makes sense anymore these days, but its an old habit.

:slight_smile: you don’t!

Cheers

Here’s the new open source links (the Unity package is the last published version on the Asset Store):
GitHub | Unity Package
Thanks to all who purchased and supported the asset over the years! The GitHub repository has a couple branches with unfinished race and battle modes some of you may be interested in, but I don’t plan on developing them further.

3 Likes

Hey Justin! Thanks man for all the years of dedication! I’ve told this before many times, but powerslide is my favorite vehicle asset!

2 Likes

Hello.
Although the asset has been abandoned by the developer, has anybody looked into resolving the above issue please? This is the last and only remaining one which prevents me from progressing my development. I’d really appreciate some help please :slight_smile:

An idea that just came to me but I haven’t tried implementing is adding a fake sense of inertia to the rotation, so that if the kart has been rotating at a certain rate for a bit it will continue rotating at that speed. This could avoid the snapping rotation behavior on long loops since it will be smoothly rotating with fake angular velocity. The downside is if the kart hits a sudden angle change like a steep ramp it will take longer to adjust to the new surface angle.

3 Likes

Thank you for looking into this! I will gladly test even the craziest ideas! :slight_smile: