Upcoming Asset: eDWS Double Wishbone Setup / Suspension Movement - Fast, efficient, pre-calculated.

blabla … show me the demo!

Hi there, :wink:

when using the Unity Wheel Colliders, the suspension movement is basically limited to the local Y-axis of each wheel, like a rigid axle - but broken in the middle. There is no camber, caster, [insert a lot of technical terms here]… When used for a usual, common car this is not really a problem - the car body covers the wheels, the movement of each wheel (suspension travel) is indeed limited and more or less stiff.

But for a buggy-like vehicle (or other open wheel race cars) this is a not a nice solution. A double wishbone suspension (mostly used here) affects each wheel separately. Suspension distance, body roll, jumps… without a common car body covering the wheels, you can see an open chassis - and how it’s linked together, moving and twisting.
.

Depending on the given geometry of each axle and the local Y-position of each wheel, my first approach was a script which calculates a mathematical approximation in realtime, but (including Mathf.Lerp-s etc.) this was too slow and and could be unstable. jitter jitter …No, please.

Now, I came up with a solution and it works great, stable and efficient.
After modifying my first approach into a kind of setup-mode/scene, this little tool is now able to pre-calculate any double wishbone geometry and store it inside only two AnimationCurves (per axle). Evaluating AnimationCurves is easy, and it’s fast. This + just a few lines of codes is then needed for final implementation.


Each wishbone / link you can see (bright red) has a fixed length. On pre-calculation these values were shown and later the links were modeled with these given, exact measurements. There is no further tweaking, no ‘hacks’ :hushed:

Please try my demo, share your thoughts and wishes! :sunglasses: :roll_eyes: Thank you!

I am planning to release this as an Unity Asset. Around 30 USD.

- My solution is not limited to be used with WheelColliders. It is dependent solely on the wheel’s local Y-position.
- please keep in mind, this is work in progress. More features will be added. (example: visible, moving springs / shock absorbers)

Please feel free to tell me, if you would be interested in such an asset.
If there is a reasonable interest, this would be available in about 2-3 weeks

2 Likes

No one? :face_with_spiral_eyes: Didn’t expect that.

As a long time car\racing game fan one of my wishlist projects has always been… a driving\racing game. Any extra assets that might eventually tip me over he edge and get me started on that goal are more than welcome. Nice job. :slight_smile:

Thank you Ony :slight_smile: this is still a prototype and still on my list, my hope is to get a bit more feedback / responses for this project :face_with_spiral_eyes:

1 Like

Looks nice, when will it be released?

Very interested in this, but for the demo I’d love to be able to drive it around and playtest on a Unity Terrain and have some other objects thrown in for testing.

Yay, thanks for the interest and likes so far.
Ian I answered your PM,sorry for the delay I’m not checking the forums every day :slight_smile:

by now I am checking how everything could be optimized and kept as accessible as possible. But I can not guarantee when this leads me to something finished and a beta or release @TiToMoskito @iansnyder

How well does this work with Unity wheelcolliders?

Hey iiblackbird, good! :slight_smile:
The Demo scene uses wheel colliders

looks like you’ve got quite a few folks interested

how are things going? any eta on release? :slight_smile:

I have a hard time finding the right features and limitations for this. I have the feeling that most of the people who would buy this asset would like a drag-in-scene’n’play solution. :confused:

Another idea is, to provide pre made chassis configurations and also, document everything very well - and adding a tutorial or how-to-make-your-own - doc.

Good ideas so far. :slight_smile:
What about attaching a “blank” suspension component to the vehicle’s main game object. Then just have the user assign each part to its matching field. And then maybe a few fields for the limits? I’m assuming each wheel would at least need an upper and lower arm like in your demo? Then maybe have a way to add extra parts?
Then have a demo scene to give an example of a prefab ready to go.

I get your point hamyshank.

In the end it should work - out of the box Of Course, otherwise I don’t think it’s not Asset Store-worthy :wink:
Give me a few weeks, please. I started with it (game) after posting this (thread) in September and didn’t know if it would be worth the work :confused:

Hi Dennis_eA,
Any updates on this? I’m interested in some code like this…even if its not “Asset Store-worthy”. :slight_smile:

Thanks!