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iRDS - Intelligent Race Driver System Available on Asset Store

Discussion in 'Assets and Asset Store' started by rhodnius, Mar 18, 2013.

?

What you prefer (features are, Transmission, differential and Engine as separate component)

Poll closed Nov 12, 2019.
  1. Release new physics at it's current state and do new stuff on next releases?

    0 vote(s)
    0.0%
  2. Wait for all the new stuff on physics to be implemented then do the release?

    100.0%
  1. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332
    Hi guys!

    While im working on the next update, i have been thinking on doing a clean up of the entire system in a near future, for doing so, i would be developing some editor tools to save/load your car settings and iRDSManager settings, since for doing this clean up the upgrade wont be as it has been currently, that you just needed to replace the dlls and everything was as it was before.

    So in order to do the update you would need to follow some steps on the previous version you are currently which is save the settings of your cars and your iRDSManager (for the manager is just some few settings that needs to be saved) and then do a BACKUP (have to be done always, even on the usual updates we have been releasing) and then upgrade your iRDS and use the upgrade tool to get scripts references updated and load your saved settings to your cars and iRDSManagers.

    I know this is not the usual way i have been releasing the updates, but if we dont do this now, then it could get more painful later on, since there would be a lot more new features and stuff to care for upgrading.

    Let me know your thoughts, I'm always open to hear your super appreciated feedback and comments.

    This also has to do with the release of the source code version (separate package of iRDS) to keep things more simple between versions, and also allow easier way to upgrade from dll to source code version.

    PD: Ill be adding a message on the iRDSManager of a new version im going to release soon, with no major changes, just including this message so everyone is aware of this new change.

    Cheers!

    Rhod,
     
  2. pinchmass

    pinchmass

    Joined:
    Jul 2, 2012
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    156
    sound like a plan to me, any ETA on the update.
     
  3. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
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    For the one that would have the tools for saving the Irdsmanager and cars settings should be this week and for the one with the new UI in the next 3 or 4 weeks and for the one that would require the non common update procedures a bit more to give chance to everyone update to the latest version and be aware of the change.

    Cheers!

    Rhod
     
  4. Shiroboi

    Shiroboi

    Joined:
    Aug 25, 2014
    Posts:
    9
    Hey Rhod,

    I've got IRDS in combination with Edy's physics. The physics are pretty good for a realistic driving sim but I'm making a cartoon style Kart Racer game. Randomation physics fit that particular gametype very well. I'm wondering if it's possible to use other physics with IRDS or if it's possible but just hasn't been tested yet. Thanks! Great product!
     
  5. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332
    Hi @Shiroboi !

    Thanks for the purchase!

    Yes you are correct iRDS can work with other physics and about randomation it has not been tested yet but for sure iRDS can work with it.

    PS: Please send me your invoice number to my email address to register your purchase and I would help you out with the integration.

    Rhod,
     
  6. pinchmass

    pinchmass

    Joined:
    Jul 2, 2012
    Posts:
    156
    It would be nice if you get it going to include it as en example (like you have for edu VP / unity car)

    I'm just pondering getting Randomation v2 , not sure how long edy VP new system will be, and not purchased Unitycar as it does not seemed to get updated via the asset store (for now I think Randomation could be the way to go)
     
  7. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332

    Yup, will do, since i have several request about it now.

    :D

    Cheers!

    Rhod,
     
    Xenobite likes this.
  8. Shiroboi

    Shiroboi

    Joined:
    Aug 25, 2014
    Posts:
    9
    Awesome Rhod, Thanks!
     
  9. IT_Slave

    IT_Slave

    Joined:
    Jun 10, 2015
    Posts:
    5
    Hi rhodnius.

    "UnityException: Tag: obstacle is not defined!
    IRDSCarControllerAI.OnTriggerEnter (UnityEngine.Collider other) "

    rhodnius :
    Just create that tag on the layer and tags manager, is just because there is a check on our code against that tag, and if it is not on the tags it would throw that warning.

    I Know.
    Is there any I can specify Tag.name?
    i want
    void OnTriggerEnter(Collider other)
    {
    if (other.name == "Player")
    {
    DamageEFF.SetActive(true);
    }
    StartCoroutine(DamageFalse());
    }
     
  10. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332
    Hi @IT_Slave !

    Thanks for the purchase!

    Not sure what the issue you are getting is, but if you are getting the exception you posted, you just need to check the Tags manager an see if the tags "obstacle", "RGT", "LFT", "STR", "flag" are included on there, if not please just add them.

    PD: Please kindly send me your invoice number to info@dagagames.com to receive further support.

    Thanks again!

    Rhod,
     
  11. IT_Slave

    IT_Slave

    Joined:
    Jun 10, 2015
    Posts:
    5
    Thank U so much

    TagNAME "flag" problem was
     
    rhodnius likes this.
  12. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332
    Hi Guys!

    This would be (more or less) the window that would popup when you open Unity having iRDS installed on your project, to make you aware of the new changes/important messages.

    In this case it would be explicitly indicating that for the next release you must save your car settings and iRDSManager settings before doing the upgrade to avoid loosing them.

    upload_2015-6-10_2-32-20.png

    Let me know your thoughts.

    Rhod,
     
  13. IT_Slave

    IT_Slave

    Joined:
    Jun 10, 2015
    Posts:
    5
    Thank U . Rhod!!
    See U Tomorrow~!!
     
  14. akhil96

    akhil96

    Joined:
    Oct 12, 2014
    Posts:
    32
    Hello,
    Is there online multiplayer racing option available with this asset.
     
  15. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332
    Hi @akhil96 !

    Thanks for your interest on iRDS!

    iRDS can be used with multiplayer, but is not something that is totally build in, with this i mean that there is no scripts included, let's say for integrating it with Photon directly. You need to code the integration for the framework you choose to use, which is more like the code needed for any other multiplayer game and what iRDS has is the needed features to be able to integrate it, i.e. there is the option to manually instantiate the cars (instead of the default auto instantiate of the system) so you could instantiate the cars with the networking framework and then you need to register those cars on iRDS using iRDS API so the cars a recognized by each others.

    Currently there are several people using iRDS with Networking multiplayer, so you can definitely use it on Multiplayer network racing game.

    Let me know if you need any more details.

    Cheers!

    Rhod,
     
  16. akhil96

    akhil96

    Joined:
    Oct 12, 2014
    Posts:
    32
    ok good

    can you help regarding the integration of multiplayer system.

    can the irds car physics can be customised to the way we like or else are the settings fixed as the source code is not given?
     
  17. rhodnius

    rhodnius

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    I can point you on the right direction for you been able to make it work on a multiplayer framework ;)

    What is the way you want it to behave?, so i could answer your question more precisely. iRDS have a lot of values you can play with to make the car behave in a lot of different ways, so it really depends on what you want to achieve.

    Cheers!

    Rhod,
     
  18. akhil96

    akhil96

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    Oct 12, 2014
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    i am expecting the phisics like nfs games more precisely drifting.
     
  19. rhodnius

    rhodnius

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    I understand, currently im working on the physics side to make that possible in a more easier way than it is now, since right now if the car is setup for drifting could tend to spin-out more easily than what is seen while playing NFS drift kind of game.

    Let me know if you have any other questions :)

    Rhod,
     
  20. phimo

    phimo

    Joined:
    Aug 7, 2012
    Posts:
    9
    Hi there,

    just bought this asset and want to give my first look feedback:

    • Please stop manipulating EditorStyles. You're chaning the color of GUI.skin.button. I do like to work in a good looking envrionment and my whole frameworks design looks awful with black button texts. (For now I have made my Framework to clone the button design and change the label color depending on dark or light unity design)
    • Please fix your editor GUI. Adding new markers is OK but could be much more intuitive I think. The look'n'feel feels wrong. Why are you using TextInputs as Labels? If you want to border something you can use GUI.skin.box Design which fits much better. :)
    • The AI needs alot of tweaking. Maybe there should be some predefined templates or something like this to get a better starting point.
    • Is there any way to make rubberbanding? This means to either enhance the AI capabilities (max speed and so on) to get faster to the player if they fall back or to smoothly teleports the cars over the course to catch up. Of course I can change the max speed but then I also have to adjust the AI settings. This feels way too hacky.
    • Is there the possibility to use the nitro with other car physics than your own? I dont see any method to get the nitro input from the AI Controller. Or do I just missed it? :)
    • Can you make the AI to accept external acceleration without the AI to react with braking extremly? I want to put up some ramps and to support the AI and the player I want to put turbo lanes on the road to boost the cars. Currently it seems like the AI is braking hard to get back to their desired speed. Is there any method to tell the AI to accept this acceleration for a certain time?
    • Is your asset already compatible with EVP5?

    Besides of these points I'm happy with the asset right now even if I think that 150$ is a bit expensive. Especially without access to the source code to make little fixes like the GetNitroInput. :)

    Edit:
    Maybe add some presets to your car physics for different racing game styles. Maybe I will try to achieve an arcade style racing physics with your physics system but I really need to learn a lot about your system to fully understand it.

    On mobile games you cant make a simulation like physics as it would be unplayable especially with mobile input lag.

    Edit 2:

    I did find another silly thing. If I add a new racetrack marker there is also added a new track limit marker. Can I disable this behaviour? I want to add the track limits by waypoints created of EasyRoads3 and define the Race Track myself.
     
    Last edited: Jun 13, 2015
  21. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
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    Hi @phimo !

    Thanks for the purchase and your feedback it is really important and appreciated :)

    Oops! this would get fixed for the next release. Thanks for pointing it out.

    On this point i need you to please explain what feels wrong, the way you add markers? or the way the GUI looks? if it is the way the markers are added, yep it could be more intuitive, but i have decided to keep it as it is, since a lot of people already got used to it, but if a lot of user request this to be changed, i will for sure, since on my other package iTS you add markers with normal click, but with an option for adding markers toggled on the inspector.

    About the text inputs as labels, i would check out what you suggest ;)

    I love this suggestion, adding to the to do list, some more details on what you may expect would be welcome too ;)

    Yes there is an option for this already, it is called DAC (Dynamic Aggressiveness Change) which would make the AI that falls back more aggressive and would try to catch up and the AI that goes too far in front would slow down, this still needs some minor improvements, as it right now do is just change dynamically the aggresiveness on brake and the cornering speed factor which both doesn't affect how fast the AI would go on straights, so i would be putting into DAC also a way for them to slow down in straights too in a future release.

    Yes, and you dont really need to have a method for getting it from the AI, since this could be added outside of it like
    adding a new behavior, i would double check to add this as you suggested :)

    Yes you can, you can simply select the waypoints that are under the Racing Line object (which is a child of IRDSManager) and select all the waypoints you want to change the max speed, and change the value of hill radius on the inspector for them, higher values would mean higher speeds.

    Yes, with the EVP5 that is currently on the assets store, there is a new script on the otherphysics folder that is specific for EVP5 ;)

    Besides of these points I'm happy with the asset right now even if I think that 150$ is a bit expensive. Especially without access to the source code to make little fixes like the GetNitroInput. :)


    I thinks is a good idea, would add it to the ToDo list ;)


    Yep there is an option to disable it, it is on the IRDSManager settings tab and it is a toggle named Racing and limits at once, which you just need to disable it ;)

    PD: Please kindly send me your invoice number to register your purchase

    Let me know if you have any other questions.

    Cheers!

    Rhod,
     
    Last edited: Jun 24, 2015
  22. phimo

    phimo

    Joined:
    Aug 7, 2012
    Posts:
    9
    I suppose I will get used to it. :)

    Thanks. It does look confusing to me when there are input textboxes used as labels. :)
    Just a quick hint: You can use EditorStyles.boldLabel to make headlines which do use the editor style (dark or light). :)

    I could imagine Presets for different levels of Aggressivness and Drifting. But this is a luxus feature of course.

    Looking forward for the possibility to let the AI drive faster/slower on straight roads. :)

    Hm, I dont really understand what you mean with this. The AI decides if it want to boost its car with nitro but I cant get the value for it of IRDSCarControlInput. There is only the GetThrottleInput(). Or is the throttle larger than 1 when nitro is used?

    Totally missed that! Nice! :)

    Found the archive! Nice!

    Much more wanted than AI presets. :) It would make prototyping much easier. Of course every car still needs finetuning but you can select from which point you want to start.

    Found it!

    Done!
     
  23. akhil96

    akhil96

    Joined:
    Oct 12, 2014
    Posts:
    32
    Hello
    bought the asset yesterday,
    after watching your car rig tutorial when trying to do the same i didn't get the things same

    when i am trying to add the backfires of the car i am not getting the transform points as in the tutorial (by pressing shift+right click),nothing was obtained at that point

    the same happened with with front spot lights.

    so,how to get the things correct.
     
  24. pinchmass

    pinchmass

    Joined:
    Jul 2, 2012
    Posts:
    156
    Hi just update to your latest version, I noticed the zip file with the save/load option.

    I get an error when I extract them (IRDScarSetupSave_LoadEditor) " No overload for method 'A' takes '1'1 argument.

    any advice ?
     
  25. JamesArndt

    JamesArndt

    Unity Technologies

    Joined:
    Dec 1, 2009
    Posts:
    2,913
    I downloaded the Android drivable demo. There was no position HUD, no ability to respawn and my vehicle kept getting stuck on the edge of the tarmac. Curious if an updated .apk for Android would be released showing all of the functionality working.
     
  26. IT_Slave

    IT_Slave

    Joined:
    Jun 10, 2015
    Posts:
    5
    Hi guy~
    I was wondering iRDS
    1. ChampionShipSystem -> EndRaceResultsWindow(int windowID) <<<<<<-When gotta start? Do not use?
    2. IRDSCarControllerAI.OnRaceEnd() <<<<< Car's Existed separately?(ex. car1,car2,car3,car4) OR at once?
    3. iRDS GUI is Ongui . but I wanna Commonly used NGUI . (i can NGUI change? Tell us Plz)
     
  27. phimo

    phimo

    Joined:
    Aug 7, 2012
    Posts:
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    Have a look at IRDSStatistics and IRDSDrivetrain to get all needed data for your GUI.
     
  28. IT_Slave

    IT_Slave

    Joined:
    Jun 10, 2015
    Posts:
    5
    hi phimo

    What should I do?
    i wanna change ONGUI -->NGUI
     
  29. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
    Posts:
    1,332
    @phimo Thanks for sending me your invoice, received!

    About the nitro, yeah you can tell about it with the activateNitro bool, maybe this is what you are looking for? it is on the IRDSCarControllInput class.


    @akhil96

    Thanks for your purchase!

    Please kindly send me your invoice number to register your purchase!

    about your questions:

    It seems to me that there ain't a meshcollider/boxcollider on the car when your try to add the backfires/spotlights on the car, check that your car does have one of those or add it while you are on the rigger wizard part where you have 2 buttons that says like Add mesh collider / add boxcollider.


    Hi @pinchmass !

    This has to be with that helper method its name is not obfuscated anymore, you just need to replace the following on the code of the SaveLoad script, A.c.A by A.c.GetChilds and that should solve the issue. This method would be replaced with a new one, or better said, there would be another script that would produce XML saved car settings and IRDSManager settings, which is the one intended for the upgrade thing i was pointing out earlier.

    Hi @JamesArndt !

    Yep, there ain't HUD on that demo, and the thing with the street is because i used T4M free version to get the terrain as a mesh and not as terrain, but with the free version i couldn't get it with more detail, giving that weird result on the edge of the track. About the respawn, there is an option now on iRDS to respawn the cars regardless of if they are upside-down or not, just if they are stop for more than x seconds (which you can set) i suggest getting the game Turbo Wheels for a better example of how iRDS works (they use the respawn option im telling you), this game was made by Chundos Studio using full iRDS for it (physics and AI), and the GUI made with NGUI using iRDS API.

    Hi @IT_Slave

    I send you an email with the answers today, a few mins ago. Also please remember to send your invoice number, it is required for further support.

    Cheers guys!

    Let me know if you need anything else.

    PD: today I wont be online until tomorrow, ;)

    Rhod,
     
  30. JamesArndt

    JamesArndt

    Unity Technologies

    Joined:
    Dec 1, 2009
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    Okay thank you for the answers. My build target is Android first, so anything that demos the functionality of this system on that platform helps! Will check out Turbo Wheels.
     
    rhodnius likes this.
  31. rhodnius

    rhodnius

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    Apr 11, 2012
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    1,332
    Hi Guys!

    In order for the subtracks to work properly, you most set on the levelload object in the level tab and on the track settings section the value of "Width for lap" to 0, this way the system would have no issues in counting the laps for the player.

    Cheers!

    Rhod,
     
  32. yusufdemir2012

    yusufdemir2012

    Joined:
    Dec 21, 2013
    Posts:
    49
    Hi. I have a question. How to change player car color with "IRDSLoadVariables" class from another script?
    When I look api, "selectedCarColor" requires a Color32[] variable. How to convert this variable to normal Color?
     
  33. rhodnius

    rhodnius

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    Hi @yusufdemir2012 !

    Thanks for your purchase! Please kindly send me your invoice number to josegarrido@dagagames.com to register your purchase. And I'll get back with support ASAP.

    Cheers!

    Rhod,
     
  34. dylanjosh

    dylanjosh

    Joined:
    Jun 1, 2015
    Posts:
    10
    Hello. Thinking of getting asset. How easily can I swap out player car for a bike?
     
  35. rhodnius

    rhodnius

    Joined:
    Apr 11, 2012
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    Hi @dylanjosh !

    Thanks for your interest in iRDS, you can rig the bike with the rig wizard directly, and it would add the needed scripts on it, then you can adjust the settings for the bike on the inspector.

    Let me know if you have any other questions.

    Rhod,
     
  36. dylanjosh

    dylanjosh

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    Yes. How is the performance on mobile devices? Specifically Android and Windows Phone.
     
  37. rhodnius

    rhodnius

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    Well thats something that is relative, and depends on other aspects also, but you can see with some examples, there is the game Turbo Wheels on the play store that you could actually try out and check the performance with it, and on our web site are some other games for Android made with iRDS that you could check at www.dagagames.com

    Let me know if you have any questions.

    Cheers!

    Rhod,
     
  38. rhodnius

    rhodnius

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    Apr 11, 2012
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    Hi Guys!

    I have been working full on the new uGUI integration, now it is almost done, I'm now working on the Mobile controls, to make them work with the new uGUI too, then I'll continue with the physics. Not yet decided if the new UI would be released first and then the physics.

    Cheers!

    Rhod,
     
  39. Sungho

    Sungho

    Joined:
    Jul 6, 2015
    Posts:
    1
    Hi

    I have Question.

    "IRDSSoundController.turboBlowingOff" is never turn 'true'
    So, I can't check play turbo blow off sound.

    How can I check play turbo blow off sound?

    Thanks.
     
  40. rhodnius

    rhodnius

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    Apr 11, 2012
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    @Sungho , thanks for your purchase!

    Please send me your invoice number to info@dagagames.com and ill get back to you ASAP with support.

    Cheers!

    Rhod,
     
  41. Dok101

    Dok101

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    Dec 14, 2013
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    13
    Hi
    Is anyone else getting an issue that the rigging wizard isn't working. I have select all 4 tyre meshes, but when I press OK nothing happens.
    I followed the rigging tutorial exactly
    Thanks
     
  42. rhodnius

    rhodnius

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    Hi @Dok101 !

    Thanks for your purchase!, could you please send some pics of what appears on your screen and also on the console, in case you might be getting an error.

    PD: Please also, send me your invoice number to info@dagagames.com to register your purchase and for further support.

    Thanks again!

    Cheers!

    Rhod,
     
  43. Dok101

    Dok101

    Joined:
    Dec 14, 2013
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    Thanks for your quick reply.
    Eventually after a quick reboot I was able to fix it.
    Dont know what the problem was but thanks for the help anyway!
    Yours Sincerely
    Dok101
     
  44. rhodnius

    rhodnius

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    You are welcome!
    Please remember to send your invoice for further support ;)

    Cheers!

    Rhod,
     
    Last edited: Jul 8, 2015
  45. Frogger007

    Frogger007

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    Is IRDS compatible with 'Road Architect' ?
     
  46. rhodnius

    rhodnius

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    Hi @Frogger007!

    Thanksfor your interest in iRDS!

    iRDS can be used with any plugin that generates roads, since you can place the markers manually on any surface that has a collider ;)

    Cheers!

    Rhod,
     
  47. rhodnius

    rhodnius

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    Hi Guys!

    iRDS V2.1.0.5 has been released on the asset store, it now includes the fixes suggested by phimo about the editor GUI, also i thas now the scripts for using iRDS with Randomation physics and some other minor bug fixes and the scripts for saving the cars and iRDSManager settings into an XML file for the new upcoming version that would require you to save those settings in order to upgrade.

    Cheers!

    Rhod,
     
  48. rhodnius

    rhodnius

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    Apr 11, 2012
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    Hi Guys!

    Also i have just finished up the new UI components for iRDS and for the mobile controls too.

    About this, what i have been thinking about it is, to keep the unity 4.x as it is, witht he old GUI integration and release the unity 4.6 and 5 version with the new UI integration, so this way anyone that is still using older versions than unity 4.6 can use iRDS.

    Also, haven't yet decided if i would release first the new UI integration and later on the physics changes, feedback is welcome!

    Cheers!

    Rhod,
     
  49. pinchmass

    pinchmass

    Joined:
    Jul 2, 2012
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    great news (not meaning to be pushy) but I'd love to start using the new UI system, although what ever is more efficient for you would be the best use of your time in the long run.

    Although I'm intrigued to hear about the physics changes ?
     
    rhodnius likes this.
  50. rhodnius

    rhodnius

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    Hi @pinchmass , I think i would be releasing first the UI, since the physics changes could take longer than i expect.

    About the physics changes, mainly is the tire behavior, i want to make it have better transition between grip and sliding states, so it is easier or better to do drifting with it and wont be having those spin outs so quick, thats the main goal. (Any other suggestions are more than welcome)

    Other things is making some kind of toggle to switch from basic setting to advance settings, to make it some how easier to setup for beginners, but keeping also the advance settings for more in detail car setup.

    Cheers!

    Rhod,