Pilot’s IK animation and physics reaction to action
Sounds
Skidmarks
Reverse speed
As a bike rider I’ve try to achieve the feeling of real motorcycle behavior.
All my riding experience included in this package.
Not only mathematical knowledge, but the thrill of riding a motorcycle and the behavior of bike in various situations.
Features explain: Wheelie - when too much torque try to lift up front wheel Stoppie - when too much front braking try to turn bike over front wheel Two independed brakes - rear and front can be used separately for different effects Lowsides and Highsides - loosing friction with track and fall or crash of motorcycle Trail braking - technique of cornering with a slight rear wheel skid ESP - system for more arcade gameplay When turned on motorcycle is “overstabilized”. Pilot’s weight transferring - advanced technique when you might shift pilot position to load or unload front or rear wheel. It used for some stunts and wheelie/stoppie control(joystick is just necessary :)) IK head - feature to look at any objects you like Pilot’s IK animation and physics reaction to action - pilot inherits some inertia from any action with motorcycle. Reverse speed - you can push bike back when you are going wrong way
P.S. Also, if you ask I have Unity4 version(with previous wheelCollider) which one even more stable, physical correct and smooth.
Motocross bike added in 1.2 version
I wish to improve my project more and more, so wait for suggestions.
Ask anything
fantastic work.
I was planning to pick up the older version just been waiting payouts to come.
this looks very advanced. I will shoot you a mail tomorrow if you unterested in swapping assets.
want to adapt it for android platform, is there a performance difference with older version?
the first wheel sinks a bit into ground, the wheel radius is off, right?
one suggestion (but its not really realistic-driving related, but game-control related)
the picture in the last row looks like a flip-over. if its like that, could be some landing-helper.
What do you mean by “difference with older version” what is that “older” ?
Visual mesh is really sinks. That’s because new whellCollider(new I mean Unity5 with Phys 3.3) can go only up or down ignoring tilt of front forge. But visual mesh follow front forge angle. So, the solution is make visual mesh a little bit smaller than wheelCollider.
The picture 3 is crash after collision with car(white object on ground) So, that’s why bike is in air, upside down and biker began to fall.
or it only works in UE4? no, I see it uses 5.01
3. okay :), but is it even possible to do a backflip? (not that it’d be a dealbreaker for me). how would the bike land after a jump?
*okay, the demos answered these questions for me.
though when the bike is loosing control, or in air (this is rather about the starter kit), it tries to balance/regain control and I think it would be better if acting like a rigidbody, and switching back when touching ground (not sure how that would work though)
dibdab, both kits(starter and pro) is available for Unity5. If you need Unity4 version(with old wheelCollider) I can send it too.
Backflip
There is no mechanics to do backflip by your will.
But If you need it, there is just few strings of code to make it possible.
More strings you need to decide for rider when stunt goes wrong and he should fall.
As it seems reasonable for me, you need make 3 joints: two at hands and one at… butt with breaking force. When acceleration too hard, or braking momentum too heavy(crash for example), he should break connection with bike and fall out.
The features you asking for is little bit far than bike physics.
All you can get you can test at web demo.
So, there is no any race logic and so on. Just everything you need to make your own bike game with logic or without
This looks like a good kit but I have a couple of questions.
What features does the pro kit have that the starter kit doesn’t?
Also, I see a mixture of javascript and C# files. Is the motorcycle code written in javascript? If so how straightforward would it be for me to rewrite it in C#?
PRO version contains: two bikes for example different set ups, mecanim biker, ESP stabilization system, IK head orientation system, sounds(not just .wav files but sound script for control RPM mixing sound) and easy setup bike(curves instead of list of numbers).
The bike’s code written in JS.
C# is for supporting scripts like camera movement code, scenes selection and so on.
As for rewrite to C# it’s all depends on knowledge of C#. Bike code is easy to read.
In my plans is rewirite it in C# but I don’t know when… now I’m working on Motard/Motocross bike and bike’s damage system.
You mentioned ESP stabilization, if I just turn that off is the bike going to be harder to control? For the idea I have in mind I want the bikes to be kinda of difficult to manage without making it artificially difficult.
I was thinking manual balance and being able to make some surfaces slippery yes.
Here’s the core of my idea, which might only appeal to me…
.
The game is a 1-vs-1 jousting contest on motorcycles. To complicate things the competition happens in arenas with different shapes and hazards and on bikes with separate front and rear brake control and manual balance.
What I want to do is make a vs game with multiple interlocking skills:
Skill interpreting the opponents’ actions and out thinking them tactically.
Skill controlling the bike, which increases the players’ maneuverability and options.
Skill understanding the arenas and how to best take advantage of their topologies.
The answer for you question “is it simple or not to change bike and rider” is depended on your Unity skills
As for me it’s very simple. To change bike graphics you only need to change 6 .FBX meshes of bike(body, front forge x2, rear pendulum and two wheels). If, for instance, word “mesh” afraid you it seems not so simple
Understand me in right way - I don’t know how familiar you to Unity.
As for character change it’s a little harder, because you need to setup mecanim skeleton and ragdoll for your character. It’s very basic actions but you still need to know what is mecanim and what ragdoll means.
Every step how it works and how to setup/change parts of this kit is described in kit’s manual.
I’m familiar with those to a point, so it would be okay I think.
I couldn’t see a manouvre variable in the inspector, the demo feels a little hard to steer to left and right. I want to increase it. Is it possible somehow, if so, I will buy it. It’s a great package
There, on the bike_controls.jpg above you can see animation curve named Wheelbar_restrict_Curve.
So, this is restriction for steering angle(in degrees). I’ve made it for keyboard because when you press left or right it turns wheelbar by let say 30 degrees at 10 km/h and it’s good for nice turning.
But when you try to turn wheelbar by 30 degrees at 100 kh/h it causes crash for sure.
So, you may tune this animation curve to make bike more “turntable” and nervous