[RELEASED] Highroad Engine - Arcade Racing solution

@juicyfrog91 > I don’t reproduce that problem, is this like right out of the box? I guess one thing that could cause that is the friction between the ground and the vehicle, that could cause it to “glide” when stopped. To prevent that, you could add a Physics material to the the ground with a bigger friction, as both demo tracks have.

okay So its a problem on my end, will load it up into a fresh project when I get back later today and see if issue persists.

thanks :slight_smile:

Just opened up a fresh project with only the highroad engine (Unity 5.5.1f1), it only happens in the “circle” scene from the tutorial folder.

EDIT: just tested other scenes and doing it in all of them. Doesn’t do it in the spaceships, so imagine it is related to the car controller or maybe a certain input bug on my end or something.

EDIT2: Changed:

protected const float _minimalGasPedalValue = 0f;

from 20 to 0 and it fixed the issue, but not sure of the negative consequences.

EDIT3: Was just looking at the Base Controller and Car Controller scripts, was wondering if there was a reason that you put the “boost zone” on the base controller instead of the car controller?

EDIT4: Found the negative consequence, can’t switch into reverse when offroad sometimes

@juicyfrog91 > Alright, I still don’t reproduce your problem, but I may have an idea. Are you by any chance using a joystick or gamepad or anything that could cause analog input values?
If that’s the case, maybe your input threshold for that device is too low (meaning that for example a “resting” joystick will often not be at 0,0, but rather at 0.0023,0.0014 for example, causing tiny input instructions if you don’t up their threshold (you can do that from the Input Settings in Unity, for each axis).

If that’s not the case, it’d be interesting to add debug logs for current steering and current gas pedal values just to understand what’s going on.

I wouldn’t change the _minimalGasPedalValue, it’s the minimal gas amount that will be applied when you start pressing the gas pedal.

Yes, the boost zone is on the base controller as that way it can be generic to all types of vehicles.

@reuno I don’t have any input plugged in other than mouse and keyboard, that was my first thought as well. Might change the input settings and see if it has any effect anyway, ghost driver/input perhaps.

Will report back, thanks

Hey Reuno, now that I have found this thread I thought that I might throw some ideas and suggestions out there…

  1. Engine Idle Audio Slot (maybe with exposed pitch parameter plus boolean toggle for random pitch between range)
  2. Skidding Audio Slot (maybe with exposed pitch parameter plus boolean toggle for random pitch between range)
  3. More surface types (like Offroad) for things like water and oil slicks.
  4. More track extras like Boost, Slowdown, Reverse Steering etc but with a Time Limit (exposed in Insepctor).
  5. A button (function) for repositioning the Player vehicle at last crossed checkpoint if it gets stuck or falls off a cliff.

Actually I have already sorted a lot of this myself but thought it would be nice to see out-of-the-box I suppose :).

About the only other query that I had was to do with getting Start Podium lights or getting some voice audio to coincide with the game start countdown (3…2…1…Race!). I think I found where to look at that so will get back to you when I have a chance to give it a go myself.

I assume that weapons are out of the question due to ray casting on Y axis(?).

REALLY like this asset and seem to lose loads of time play-testing!

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@MudPuppet > These are all great suggestions, added to the list!
And I lose a lot of time play testing this asset, much more than any other one. I guess it’s a good sign!

Edit : weapons are on the list already. They’ll come at some point.

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Reporting back,

yeah issue on my end, changed the deadzone of the joystick axis to .5 and it solved the problem. Strange, as I’ve got no analog inputs connected to my PC, ah well, at least it’s not a problem with the engine :slight_smile:

@juicyfrog91 > That’s good news! I’m glad it’s working ok now.
Could it be that your keyboard is analog? Do such things even exist? :slight_smile:

It’s mechanical, I imagine it’s just an issue with a driver I’ve installed, had to do a couple of workarounds previously to get certain controllers working.

Quick question, what’s stopping the vehicles from driving off the edge of the ground, into the nothingness?

@juicyfrog91 > Usually what prevents vehicles from getting off bounds are simply really large border colliders. You can see them in the hierarchy view, they’re nested under a Borders object usually. Really they’re just 4 big invisible box colliders :slight_smile:
You can get rid of them of course, if plunging into the unknown nothingness is your thing.

haha oops. Couldn’t see any object in the scene view. Thanks for all the prompt responses

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Hey Reuno, just another suggestion for the GUI to have actual vehicle names for Bots instead of Bot1,2,3 etc. Also with regards to my previous suggestion on vehicle audio stuff it would also be good to have the Audio Mixer Group exposed as it will allow users to better control player/bot audio levels. With my own Class for vehicle audio this made a huge difference when play-testing. Oh yeah, thanks again for helping me define if a vehicle is a bot or not as it also worked a treat for Bots having a different material at runtime :slight_smile:

@MudPuppet > I’m glad I could help :slight_smile: Thanks for these suggestions, I’ll add them to the list right away.

Hey Reuno, I was thinking about this one yesterday so I thought that I might as well suggest a random vehicle selection button ‘?’ for the lobby. I am no way near touching the lobby yet as I am just finishing off my 4th vehicle or I would have looked into myself before mentioning anything.

@MudPuppet > That’s a great suggestion, easy enough to implement :slight_smile:

Hey Reuno, I am just testing on the iPhone. Lots of fun and only one rough track :). Whilst playing I started thinking about how it would be good if I could somehow click a boolean button in the inspector to enable the race to go in the reverse direction. Kind of like one on the RaceManger (Checkpoints) and one on the AIWaypoints (Waypoints) I suppose(?). Just thought it would make it a bit quicker for a user to pull multiple tracks together fast (almost like two for one with minimal effort required on reversed one). Not sure of how the Start Positions could factor into a reversal. Anyway, just an idea I had and thought I mights as well mention something. Hehe, now back to play testing.

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@MudPuppet > That’s a great suggestion! I’ll add that to the list.

Awesome!!! Another one that I wanted to mention or enquire about that’s been floating around the back of my head had to do with ‘specials’ like speed up (or slow down), and reverse controlling etc (as listed in a previous post) but to have it as a boolean toggle on their functionality script the option to be either ‘standard’ (e.g. sitting on the road and you drive over it or through it) or a ‘pickup’ that you could use at a chosen time via another button in the running game. Sorry… it’s late and a bit vague but it had something to do with the fact that some ‘specials’ could be used in both standard and pickup categories. I had quite a few other ‘special’ related ideas too like warp to a few waypoints in front (or to one a few back), freeze (frozen for a specified time), ice (no friction / slippery driving), and wind (random blows or pushes player slightly sideways).

@MudPuppet > Added to the list :slight_smile: