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Hi, you need to write a procedural mesh code. A lots of tutorials about procedural mesh for you to learn on google.
Well, you cant make a car like that, a property way to move a rigidbody is adding force on it, moving collider in rigidbody just change the shape...
The wheel collider only have one raycast down so you cant do a wheelie, i think you should use a multi raycast wheel method from asset store or...
Thank, i need to learn more to make my own car physics.
Execution Order
Well, thank. I tested and it work but it will cause another problem when your front and rear wheel are in different height, the upwards force will...
In that situation (the car is standing, no action is applied), the suspension force direction is the red vector so it will cause the problem. Any...
Hi, i'm making a custom wheel collider using multi raycast but now i got into a problem when the wheel in between two obstacles it will act like...
I am creating a simple raycast car, it work fine at 0.01 fixed time step but the suspension is very unstable at the higher time step, i want it to...
Locked, but not jittery at all.
My physics setting is default. I tried different setting on the ball but still no jittery. :confused:
[ATTACH]
Ok. Wait for minute.
I just tested, it fine. public Vector3 pivot; public GameObject ball; public GameObject platform; private Rigidbody ballRb; private Rigidbody...
Ye, i knew it, now i am using a custom wheel collider base on sphere collider, it work really fine and i am trying to make it more stable.
Finally i found a way. relativeRpm = t.rpm - e.rpm; if (engagedPercent == 1f) { e.rpm = t.rpm; // e: engine, t: transmission t.torque =...
Well, almost that, but additional problem are the wheel can get stuck sometime and the angular velocity can easily go crazy.
I think that WheelCollider is bad. I tried to use it but failed so now i am using a custom one.
You mean UnityEngine.WheelCollider friction ?
Because Transform.Translate ignore physics so try add Rigidbody to player and use Rigidbody.MovePosition instead.