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An idea that just came to me but I haven't tried implementing is adding a fake sense of inertia to the rotation, so that if the kart has been...
Here's the new open source links (the Unity package is the last published version on the Asset Store): GitHub | Unity Package Thanks to all who...
You should still be able to update it from the package manager, or maybe from the "my assets" section in the store. If for some reason you can't...
Version 1.07 has been released: Added support for steering wheels and handlebars that turn with the new KartSteeringWheel component. All kart...
I can't immediately tell how feasible that networking solution is, but when I have some time I may take a look. If you can sync the position and...
There is no included networking support so you will have to roll your own.
Unfortunately this is just how the karts behave when driving on curved surfaces since the karts are set to quickly rotate to match the average...
Which version of Unity are you using? Could you share a video of the issue since I haven't seen anything like what you're describing?
Thanks for sending the project, I've found that the issue is caused by how the wheel raycast hits are processed. I've fixed the bug and made some...
That is a very strange issue. I can't thing of anything obvious that could changed other than the corner cast variables since the corner cast...
I don't have any solid guidance since I haven't tried to make this work in an online multiplayer setting, but syncing a bunch of state variables...
The best way to control the brake is by calling VehicleParent.SetBrake() with a value from 0 to 1 representing the brake input. The FollowAI...
Version 1.05 has been released with the following changes: Added support for the Input System Package with new prefab and demo scene variants....
I replied to your email but am posting again here for others to see. Your issue was likely due to copying and pasting the code into...
I think you would have to increase the suspension distance on the individual wheels (KartWheel script), since naturally if one end of the car...
Yes, there is already a variable named accelTiltAmount that achieves this and another named turnTiltAmount for tilting while turning, both under...
You're welcome, I forgot to post the patch notes here: Added new gravity variables to the Kart class enabling custom gravity and sticking to...
Burnouts already are possible if you hold the regular brake and accel at the same time, and the wheels can slip and spin faster if the torque is...
Thanks, I do plan on adding custom gravity/track "sticking" in the next update as some users have requested it before. I plan to release a new...
This asset just uses basic raycasts and custom force applications to drive the karts, nothing fancy or suitable for something like in the video....