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Car simulator physics

Discussion in 'Physics' started by PatrickKirk, Jan 11, 2016.

  1. PatrickKirk

    PatrickKirk

    Joined:
    Oct 15, 2012
    Posts:
    3
    Hi. I need help with simulation of car physics.
    I've got a plan for the vehicle itself.
    Engine and gearbox ratios. The only thing i need is the simulation of a manual clutch.
    My intention is to use xinput (PS3 Controller with software that can convert the PS3 input to xinput).
    I noticed with a program showing a graph of the pressure, that you're exposing the different buttons for (Including dpad and x, o, etc) I thought that somehow using that data to control the clutch engage/release, would be possible. Keep in mind that i've first of all, been very inactive with unity the last year, and have never used xinput as my form of input.
    I've searched different forums but had no luck finding what i need.
     
  2. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,418
    Is your question about implementing a manual clutch (vehicle physics), or about using xinput?
     
  3. PatrickKirk

    PatrickKirk

    Joined:
    Oct 15, 2012
    Posts:
    3
    Both.
    I wan't to implement a manual clutch, and i wan't it to be controlled by the pressure sensitivity in xinput.
     
  4. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,418
    Clutch implementation is tightly tied to your specific vehicle dynamics design. It could be from a simple torque multiplier to a bi-directional torque coupling.