uTire V2 is a tire deformation solution designed to be fast, convincing-looking well integrated, and as easy to use as possible.
If you have anything with a wheel and want to add a bit of extra realism at virtually no performance cost in no time, look no further.
V1 owners can update to V2 for free.
Features
Easy to use, drag&drop. If you need to do anything the interface will walk you through it.
Works with any vehicle that uses the built-in WheelCollider, WheelController3D or VehiclePhysicsProās WheelCollider
It can also work without altering physics at all, visual deformation is completely decoupled from PhysX. It literally can be added to finished projects within minutes, adding visual interest without changing behavior.
It works with any vehicle asset on the Store! (but it doesnāt need any to function)
Integration with Vehicle Physics Pro and NWH2(these assets come with their own wheel physics)
HDRP(10.x), URP(10.x), Legacy Rendering support
Lightweight, raycasting uses the job system, while the deformation itself is done in vertex shader
Included Amplify Shader Editor function - just drag āuTireV2 Base Functionā into the (relative)VertexOffset slot, add āuTireV2ā anywhere into your shaderās name, the rest is done automatically
Doesnāt care about mesh normals, works with non-center pivoted meshes, can be resized, etc
Each SRP comes with 3 variations
Simple - Albedo, deformation
Standard - PBR(Albedo, Normal, Smoothness, Metallic, Occlusion), deformation
Tessellation - Standard + Tessellation
Included art
Contains 2 wheel meshes
1x Sport rim and tire (1 variant, PBR, 2k maps)
1x 14inch rim and tire(6 different thread pattern, PBR, 2k maps)
@John-G Thanks! I donāt own Wheel Controller 3D yet so I canāt say for sure, but if itās possible to adjust the radius at runtime sure, Iāll make it work. The schedule is fairly laid out for the next few weeks though, but Iāll make sure itāll be ready before the end of April. On a side note, no idea how I missed that asset though, it looks amazing.
Edit: I just bought Wheel Controller 3D and apparently I was overly pessimistic, it will be done in no time, most likely with the first update in a few days.
EDIT: Any chance you could have a look at this down the line and see if the could be made to work together as itās shader based. Though may be able to just use the textures direct into uTire.
Spin Wheel Effect would complement this perfectly.
Thanks, I hope youāll find it useful!
Hmm, Iām not sure about this one, Iāll take a look into it as I have no idea how it works yet, but for now I really want to focus on the planned workflow and content updates first(also there are some minor issues I would like to address in the following days along with WheelController3D integration). But Iāll get back to you about it as soon as I can.
@John-G Phew, it was a lot more trouble than I initially expected but I finally got it working.
LimitedIcyGordonsetter
As Wheel Controller 3D will need an update to natively support radius change at runtime it isnāt quite ādoneā yet(fingers crossed as I got no word about that from @NWHCoding ), but worst case scenario a simple copy-paste will do the job.
Well you just got a new buyer by looking at that video. I remember seeing somewhere on his forum that he has the function for that, but it was removed out of update.
Never mind it was you who asked about that. Amazing asset by the way.
@Rotary-Heart Thanks! The update will be available in a few days(with some other hotfixes, like I accidentally included a shader twice in the initial release(currently the āsimpleā(absolute barebones for mobile) variant also have tessellation), there were a few issues with the setup wizard, small things like that), these are fixed already but I donāt want to rush it until I know if there will be a WC3D update or not.
If you guys have any other requests/ideas let me know, I would love to see this in as many games as possible.
1.0.5 submitted
Change log
+Wheel Controller 3D integration
*Fixed null reference exception when changing the deflated radius via slider
*Fixed null reference expection when focusing on wheel mesh
*Fixed āSimpleā shader variant(now works on mobile as intented)
*Fixed material setupās slide limits(now it will adjust itself properly according to the maximum bulge value)
*Fixed included materials
*Changed the folder structure of the included meshes/textures
*Changed the preview of the deflated radius(now itās drawn at the mesh instead of the WheelCollider)
-Removed unnecessary files
Note
The way uTire handles the wheel changed completely in order to be a lot more flexible(it isnāt tied to the built-in WheelCollider anymore), but because of this youāll have to setup your vehicles again(just the connections and the deflated radius, the materials will behave the same)
A small update(itās live already)
+Undo\redo support
+Vehicle settings can be saved\loaded at runtime or at design time (check out the dynamic example to see how it works, the code is commented and you can switch between the spawning methods by pressing PageUp\PageDown)
+Added a few extra hints to the Manager to make the setup process more straight forward
Any plans on letting users define the ground plane orientation? Just using world Y seems hacky, considering people will drive up hills too (not to mention the loop example in the docs).
@rz_0lento
Technically I donāt see why not, it would cost some performance on both CPU and GPU but probably not much. Iāll tinker with it and get back to you.
Edit: done, tomorrow Iāll make sure everything works as expected, update the documentation and then upload the new version, should be available in a few days(send me an email if you donāt want to wait for the store approval).
b9of3
This looks like a really interesting asset, Iād like to ask a question (no biggie, just curious), is the deforming occurring anywhere on the tire, or only at the bottom (where wheel collider hits), say my car hits a rock at an angle will that deform the wheel accordingly too?
@PunkPuffin
I donāt own NWH Vehicle Physics, but as far as I know they are using their own WheelController3D package - which is supported out of the box. Automatic setup is only available for EVP\RCC yet though.