Supports any number of wheels; cars, bikes, monowheels, etc.
Supports nearly any vehicle shape; long, short, wide, thin, tall, etc.
Highly customizable with simple tweaking of performance.
Supports automatic and manual transmissions.
Adjust invidual wheels for unique set-ups, includng RWD, FWD, 4WD, and more.
Handles nearly any shape of terrain and surfaces.
Contains everything in the video above, including the vehicle templates so you don’t have to build any vehicles from scratch.
Delta time independent.
This package comes with the expectation that you already have a basic understanding of Unity and at least some experience programming, assuming you want to modify the scripts. All scripts are written in UnityScript (JavaScript). The Unity version used to build the package is 4.3.4 free. This package has not been tested on mobile platforms or in networked multiplayer.
I would have to learn C# first, which I wasn’t planning on doing soon. I know C# is a popular choice for scripting and I’ll probably lose some potential sales because of this. Another reason is that I’ve been working on this for the past year and would like to move on to other things, and converting the scripts would require me to test everything again. However I will still provide support and bug fixes for the foreseeable future.
I own EDY’s, RKG, VCAR and others… but this… this is, well i couldn’t resist and bought it after spending 20+ minutes playing the demo. Reminded me of the hours upon hours spent with RUSH 2049 on the Dreamcast.
It is a GREAT system and maybe, just maybe the one to rule them all!
As an artist my only concern is how hard it is to use, but i took the leap of faith and will find out soon
Will there be a video tutorial for us spoiled internet people?
I tried to make the wiki as comprehensive as possible, but I understand some people learn better through videos. For now I would say it’s safe to assume there won’t be video tutorials, but I might change my mind.
As for your concern about ease of use, there is one main renderer object inside a vehicle’s hierarchy, and each wheel has two renderers; one for the rim, and one for the tire. You can disable the popping of tires and have the rim’s renderer include the tire if you want to decrease draw calls.
With audio, there are a number of audio sources for different things explained on the wiki.
This page documents setting up a vehicle. I should add some specific info on how to remove the built-in HUD components.
Yes a hovercraft could be done quite easily with wheelColliders. In fact they can be tweaked to feel like very low gravity or as if there were an air cushion under the craft.
Very easy fix, but you might want to adjust the trailrenderer material to always draw in front of the environment stuff. This way you avoid all of that Z axis fighting and flickering.
There actually was hovercraft functionality at one point, but I removed it because it was buggy and felt weird to drive. What bothered me the most is the way it wouldn’t bank during turns, which could be difficult to implement in a scalable manner. You can see it in my old thread.
How exactly would I go about changing the depth of the tire marks? They don’t use Unity’s trail renderer, but rather a regular mesh renderer with procedurally generated meshes. Would this be done with changing the render queue of the material?
OK, first test went well.
Your physics model is very close to what i need (arcade feel, sega style).
There is a lot i need to learn yet, the camera for instance is still not very well set… i also need to learn to set spring hardness, max speed, engine power, etc, but for a person that can only comment out script lines i’m happy.
Is there a place on the wiki where i can learn how to modify the HUD (the speedo/tachometer, the boost bar, etc.)?
Also there are LOTS and LOTS of things that i discovered by accident, because you havent advertised them. I think you offer much more that what you’re saying and people need to know the advantages of your package. Details like the drift system, the boost recharging while drifting or while in the air, the score system for acrobatics (this last one i just saw, dont know if it works out of the box) man this is soo cool (a little bit complex for an artist, but not impossible)
It feels great to see my package used like this, thank you.
I will work on improving the documentation, getting feedback has helped with this. The score system sort of works, but I hid it mainly because I had trouble getting it to detect individual flips and spins. It can only detect how fast you are spinning and which axis you’re spinning around, not how many degrees you have spun. The score is really only used for filling your boost, but you can use it for other things too. Could you explain what exactly bothers you about the camera?
EDIT: I’ve updated the HUDScript page of the wiki with more info on variables. I’m also working on a small update to allow easier customization of the HUD. Maybe I’ll add the bus as well.