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Edy's Vehicle Physics - official thread

Discussion in 'Assets and Asset Store' started by Edy, Jan 19, 2012.

  1. seconddaytv

    seconddaytv

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    Jan 22, 2020
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    Thank you for the quick response EDY!
    I currently experiment with the Randomation physics but I'll keep your physics in mind, should the Randomation physics not deliver what I need.
     
    Edy likes this.
  2. Vaupell

    Vaupell

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    Dec 2, 2013
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    Hi, i have some vehicles setup with Edy's ;)
    I am wondering if i can move them to a single waypoint, ie they just need to drive forward.

    Ofcourse i could transform position the gameobject, but i was thinking using the physics and engine.
    I want to "start the engine" then let it drive on it's own, (only forward) until it reaches a target point, then engine off.

    Could that be possible?
     
  3. Luka201

    Luka201

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    Dec 30, 2019
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    Capture1.PNG Capture.PNG eight-days-16.png Capture2.PNG Capture3.PNG
    Looks like the high poly Sport Coupe was from the cancelled game Eight Days.
    But how did that car end up in Unity?
    And what about the bus and the low poly Sport Coupe?
     
  4. TonismoGames

    TonismoGames

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  5. Edy

    Edy

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    Jun 3, 2010
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    Certainly, I'd love to have the high-poly Sport Coupe from those pictures! The one in EVP is not even close to that.
     
  6. soopx

    soopx

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    Apr 3, 2021
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    Sooo, I bought this package today, and I've been struggling for hours to get where I want, but I'm unable to get the cars to behave how I'd like. I'm getting the sinking feeling that I may have purchased something I can't use to do what I want, but I was having a horrible time with the inbuilt wheel physics.

    Essentially I'm trying to re-create my simple game I made in Gamemaker Studio.

    I'd like my cars to:
    * never roll
    * accellerate quickly
    * never lose speed when cornering
    * drift, but never spin out

    So far I've just about gotten the accelleration by tweaking the mass to something very light, then maxing out the downforce, but I'm really struggling with the other three. Is it even possible?

    I'd also like the car to be bouncier, so it doesn't come to a dead stop after a collision
     
  7. Edy

    Edy

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    Hello! Please write me to edy@vehiclephysics.com for support. Thank you!
     
  8. pipboy3060

    pipboy3060

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    Mar 31, 2013
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    2
    Hey, for some odd reason, the game just freezes on startup whenever i hit play in editor. There's no obvious errors in the log that can point to anything. I tried making a new project and reimporting my custom made edy vehicle and the same thing happened.

    Any quick ideas about what to do? This didn't normally happen and usually my edy vehicle projects work perfectly.
     
  9. TonismoGames

    TonismoGames

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    I have bought many vehicle assets, this has to be the most realistic one. You can try out my game to see for yourself.
     
  10. play3dgamesonline

    play3dgamesonline

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    May 24, 2021
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    Who can help why i see this when driving? its not rotating correctly!
     

    Attached Files:

    n00b_013 likes this.
  11. n00b_013

    n00b_013

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    Dec 20, 2020
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    The pivot point of your wheels are not in the center. I had the same issue, when multiple meshes per wheel.

    You do best to create an empty holder gameobject, center this to the center of your wheel, and add the wheel gameobjects in there.
     
    Edy likes this.
  12. n00b_013

    n00b_013

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    Dec 20, 2020
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    Is it possible to use the Vehicle Physics Pro (community edition) with a ps4 controller?

    Found the input settings earlier in this thread,

    Vehicle Standard Input -> Throttle and brake Input -> "Separate Axies"
    Project Settings -> Input -> in second occurence of Fire2 -> Positive Button "joystick button7"
    Project Settings -> Input -> in second occurence of Fire3 -> Positive Button "joystick button 6"
    Project Settings -> Input -> in second occurence of Jump -> Positive Button "joystick button 1"
    Project Settings -> Input -> in second occurence of Cancel -> Positive Button leave empty

    But I'm unable to find the first part, I see it only in the "simple" Edy's Vehicle Physics version?

    I have both, but I love the driving and handling of the pro version, so I want to use these with a controller. Anyone got this to work?
     
  13. Edy

    Edy

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    If you mean using the triggers as throttle and brake, as far as I know you need some input mapper that can read those inputs separately. When queried as standard joystick (as Unity Input does) then triggers are combined into a single axis ("Vertical" IIRC).

    The paid versions of Vehicle Physics Pro include an input controller that supports XBox-compatible gamepads and can read throttle and brake from the triggers separately.
     
  14. n00b_013

    n00b_013

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    Dec 20, 2020
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    Thanks a lot for the quick response!! Happy to hear it's possible in the VPP free version, though it's gonna be an adventure on its-own to get these working properly than.
     
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