Also, this package is 100% user friendly. You don’t have to spend 30 minutes alone setting up the wheel colliders. The scripts do all that for you. Plus, With a few clicks in the inspector, you can assign all the colliders, Components, Rigidbody, everything!
Updates will be frequent, as this has been my main project
The price $40 is too expensive if compare with quality of this asset. Have more physics asset better than this asset. Even you can see, the car physics from Standar Asset of Unity better than this. Not suggess for this !
sorry to hear about your dislike about this project, I do accept your feedback, but have you tried to play the demo or see any of the demo videos? To actually get a feel of what this asset has to offer.
Then what might you suggest I do different? Because I did not use the Standard Asset car controller as a template while developing this. What makes other Vehicle physics assets like Edys vehicle physics or RCC stand out more than this?
what I mean is, SBPVP 2.0 Can be interrogated with those packages and they can be interrogated with this one. If you happen to own any one of those two, you’ll see that this package can work greatly with RCC or EVP. IRDS says it is also compatible with EVP and RCC, as you can see on it’s asset store page
Excellent. I might be doing an arcade style racer and this looks like it would be perfect for that sort of thing. Something along the lines of Need for Speed kind of racing.
When running the desktop demo scene there are issues. First, the reference resolution for the UI is such that it doesn’t scale properly when run in a fixed resolution mode such as 1280x720. Second, I get a couple errors as follows:
NullReferenceException: Object reference not set to an instance of an object
ShowCarStats.Update () (at Assets/SPB Car Physics/Scripts/ShowCarStats.cs:32)
NullReferenceException: Object reference not set to an instance of an object
VehicleCameraControl.Update () (at Assets/SPB Car Physics/Scripts/VehicleCameraControl.cs:59)
[EDIT]
For the errors it just looks like you threw the demo together and used some bad coding practices by performing FindObject calls in the Update loop. Since a car isn’t selected immediately when the scene runs, these calls fail. I have to say that such sloppy coding is not inspiring confidence in your asset.
OK, so I wasn’t quite right in one case. Basically, your code can be fixed by making the following changes:
In VehicleCameraControl.cs change the code at the top of the Update function to this:
if (AutoAssignPlayer) {
//make sure we find a player car and not an AI car.
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (!playerObj) return;
playerCar = playerObj.GetComponent<Rigidbody>().transform;
}
And in ShowCarStats.cs change the code at the top of the Update function to this:
if (vehicle == null)
{
VehicleControlInput vehicleObj = GameObject.FindObjectOfType<VehicleControlInput>();
if (!vehicleObj) return;
vehicle = vehicleObj.GetComponent<VehicleControl>();
}
Ok. I’ll fix these errors today and reupload the project to the store
(Despite how easily this can be fixed the asset reviewers take a long time to approve a package reupload. So you’re gonna have to wait some time until it officially gets updated)
how to integrate this kit with RCC? I am Integrating a car and its fronts wheels steerable are checked and I also play with the values of max and min values but no effect on turn.
Wanted to let you know that your Android demo doesn’t work (at least on Android 11) - the app doesn’t react to any input on the screen so I can see the AI cars and the player car but that’s it.