Randomation Vehicle Physics 2.0 - Now open source on GitHub!

This asset has been discontinued.
This is why.
It is also open source on GitHub.

Web Player Demo

Android Demo

Asset Store

Documentation

Changelog

Support E-mail

This is the new iteration of Randomation Vehicle Physics written from the ground up for Unity 5.

Features

  • Includes C# and JS versions of all scripts and prefabs.

  • Modular vehicle system allows for many configurations.

  • Supports nearly any vehicle shape; long, short, wide, thin, tall, etc.

  • Includes damage system with mesh deformation and detachable parts.

  • Camber, caster, and toe adjustment, with support for crab steering and skid steering.

  • Supports moving suspension parts.

  • Gearbox and continuously variable transmissions with automatic and manual variants.

  • Supports hovering vehicles.

  • Handles nearly any shape of terrain and surfaces, plus moving platforms.

  • Stunt and drift detection with the generation of a string showing the current stunt combo.

  • Includes module for basic waypoint and following AI.

  • Configurable surface properties that effect tire marks and friction for mud, ice, dirt, etc.

  • Simply drop in your own vehicle models, adjust the wheels, and watch them drive.

  • Contains everything in the video above, including the vehicle templates so you don’t have to build any vehicles from scratch.

  • Doesn’t use wheel colliders, but rather custom scripts for suspension and wheel simulation.

  • Officially compatible with iRDS - Intelligent Race Driver System.

This is meant to be semi-realistic, providing options for both fairly realistic and arcadey behavior. Blender (2.71) sources for all models are included in a zipped folder. This package has not been tested in networked multiplayer.

10 Likes

Incredible!
Bookmarked :wink:

Brilliant! I didn’t think it was possible to get better, but I was wrong. Bought! :smile:

Anyone tested on mobile platforms? Mobile performance is good?

1 Like

I am very interested in buying this asset when i eventually upgrade to Unity5.

What are your plans for future updates/ added features?

Mobile games were made with the old version which is slower than this one, and they worked fine.

I don’t have any concrete plans, but I might try making the bike physics work properly again. I might add the ability to do burnouts, and maybe suspension movement. I’m going to wait for some more feedback before adding new features.

1 Like

Professional AI will be good

I did try your demo. All of cars, when i drive car at high speed, its very difficult to turn left or right, car only go to straight, very difficult to control turn left or right at high speed.

I personally don’t feel the steering is too limited, but the steering range on vehicles is reduced as they speed up based on an adjustable curve. This, along with the tire friction can be tweaked to get the desired behavior. If more people bring this up, I’ll make some changes to the demo.

Its looking great. Can you please provide a demo apk so that we can test fps on our devices. Is it compatible with ios also? Can you provide ipa as well?

I could try building an apk, but the controls will still be the same. I’m not sure how to build for iOS on Windows, it just gives me a cross compilation error.

wow man, thats amazing!!! I bought v1 a long time ago, do we old users get a rebate?

Unfortunately not, my explanation can be found here.

Fair enough! Thanks!

Since several people have requested it, here’s an apk of the demo. With 5 active cars, on my Droid Razr M I get anywhere from 40 to 60 fps, sometimes dipping to 30, largely depending on how many cars are visible and how many collisions are occurring. Keep in mind that there are about 100k triangles visible when looking at the mountain from a distance, along with the fact that each car uses separate tire and rim meshes. I removed normal maps from materials and disabled tire marks on the AI cars to improve performance.

Hi RandomationsGames,

I did try and test your asset. Its so so amazing. And i thing, the current price of your asset is very very cheap with this amazing asset, why its not $100 or $150 even $200 like UnityCar, if $150 or higher i will buy this with no problems. I thinks your asset better than UnityCar. Thanks for make this amazing asset. But i have a request before i will buy it tomorrow. Could you make these features like this:

  • The first make smoothly accelerator control for mobile with sensitivity parameter instead of image button like Asphalt 8: Air bone game. Its will be amazing !
  • When car fly in air, car still drive move follow direction that we control by accelerator control or arrow key.

  • The car can rotation when move on this that don’t use default gravity of Unity. I thing Asphalt did make it by code:


    And have count rotation system like this game :slight_smile:
  • Make physics for motor bike. Because i did test old version, its very good.

Amazing asset with cheap cost :slight_smile:

I could probably add all of these features except for the bike physics because I’ve had trouble making them work. The mobile demo uses buttons instead of the accelerometer is because it was meant to demonstrate the performance, so I didn’t bother making specialized controls. I might add accelerometer steering instead.

RVP 2.0 already has a rotation counting system. Enable stunt mode in the demo and do some flips in the air.

Yes, if i turn on Stunt Mode, car will rotation when car fly if i use arrow key. But i mean, car will automatic rotation when fly that we don’t need use arrow key like in Asphalt 8 game. And i wish the next version will have this feature and accelerometer steering. Wish more cool features in next version. But i think, the price is very cheap :slight_smile: Thanks for amazing asset !

I’ll see what I can do, I want to keep the asset fairly clean and not cater too much to particular types of games over others.

I hope you will do that. Because i think, most of people want to you do that, too. :slight_smile: