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Any tips for realistic car physics in Unity 5?

Discussion in 'Physics' started by Dreamwriter, Aug 15, 2016.

  1. Dreamwriter

    Dreamwriter

    Joined:
    Jul 22, 2011
    Posts:
    472
    I can find some tips for old Unity 4 physics, but I understand things have majorly changed in 5. I'm working on a realistic car for a non-commercial project, and it's quite the challenge. I tried Unity's example asset, but it's way too video-gamey, and hard to get it to do simple things like take 9 seconds to reach 60 mph, or not rock back and forth in an extremely exaggerated manor. And none of the values make sense - spring force dampening under 100? Mass of 1?

    Unfortunately, my company doesn't want to use any Asset Store assets, so I can't just use Vehicle Physics Pro or even non-pro as a starting point. Can anybody give me some pointers?

    Thanks!
     
  2. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Well it's available outside asset store and Edy does do consulting. He'll do better than you or anyone on these forums, because, well, he has. Why not get the company to contract him? His email for contracting is edy@vehiclephysics.com

    I would offer advice but for actual non arcade physics with real world handling, one needs an expert because it's just not happening.

    But you mentioned "non commercial" so I'm not really sure if anyone can help other than what is freely available.
     
  3. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    Can try the script in my sig. Its arcade-ish but it comes with handy GUI sliders to tweak settings. See if you can get something realistic from that. Will probably be an ok starting point for something you create yourself, since it sounds like thats your only option.
     
  4. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,418
    Thanks for the mention @hippocoder!

    @Dreamwriter, vehicle physics can be from rather easy to incredibly difficult to achieve, depending on the level of realism expected. So the difficulty depends on the requirements of your project. You may expose further details on your project and describe the situations where the most realistic behaviors are expected. Still, have in mind that developing good vehicle physics is far from being an easy task.

    James' script is a good starting point for writing your own vehicle physics.
     
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