[RELEASED] uTire Dynamic Tire Deformation V2

AssetStore Link

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. :slight_smile:

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 VehiclePhysicsProā€™s 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 doesnā€™t 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 ā€œuTireV2 Base Functionā€ into the (relative)VertexOffset slot, add ā€œuTireV2ā€ anywhere into your shaderā€™s name, the rest is done automatically
  • Doesnā€™t 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)
  • 1x Offroad rim and tire(1 variant, no texture)

List of dependencies

  • Naughty Attributes (you can use the github version as well)
  • Unity.Jobs
  • Unity.Burst
  • Unity.Mathematics



2 Likes

I saw early posts about this on Reddit, and have been looking forward to seeing it released. Amazing job.

Thank you, I really appreciate it!

Amazing. Aircraft useage sold me. Deformation on takeoff and landing will be perfect.
Any chance of integration with Wheel Controller 3D.

Looks awesome. Great work!

@John-G Thanks! I donā€™t own Wheel Controller 3D yet so I canā€™t say for sure, but if itā€™s possible to adjust the radius at runtime sure, Iā€™ll make it work. The schedule is fairly laid out for the next few weeks though, but Iā€™ll make sure itā€™ll be ready before the end of April. On a side note, no idea how I missed that asset though, it looks amazing.

@Ian094 Thank you!

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.

1 Like

Thatā€™s great, purchased.

EDIT: Any chance you could have a look at this down the line and see if the could be made to work together as itā€™s shader based. Though may be able to just use the textures direct into uTire.
Spin Wheel Effect would complement this perfectly.

Thanks, I hope youā€™ll find it useful! :slight_smile:
Hmm, Iā€™m not sure about this one, Iā€™ll 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 Iā€™ll get back to you about it as soon as I can.

1 Like

@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 isnā€™t quite ā€˜doneā€™ yet(fingers crossed as I got no word about that from @NWHCoding ), but worst case scenario a simple copy-paste will do the job.

2 Likes

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! :slight_smile: 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 ā€œsimpleā€(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 donā€™t 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. :slight_smile:

1 Like

Thatā€™s great, looking forward to the update.

1.0.5 submitted :slight_smile:
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 ā€˜Simpleā€™ shader variant(now works on mobile as intented)
*Fixed material setupā€™s 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 itā€™s 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 isnā€™t tied to the built-in WheelCollider anymore), but because of this youā€™ll have to setup your vehicles again(just the connections and the deflated radius, the materials will behave the same)

1 Like

A small update(itā€™s 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

2 Likes

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 donā€™t see why not, it would cost some performance on both CPU and GPU but probably not much. Iā€™ll tinker with it and get back to you.

Edit: done, tomorrow Iā€™ll 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 donā€™t want to wait for the store approval).
b9of3

4 Likes

This looks like a really interesting asset, Iā€™d 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?

read two posts up from yours. and then down.

2 Likes

Hi,

I was wondering if this system will work with NWH Vehicle Physics?

Thanks

@PunkPuffin
I donā€™t 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.