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Controller MS Vehicle System (Vehicle controller)

Discussion in 'Tools In Progress' started by Marcos-Schultz, Aug 8, 2018.

  1. Marcos-Schultz

    Marcos-Schultz

    Joined:
    Feb 24, 2014
    Posts:
    381

    'MS Vehicle System' is a complete controller for vehicles that use the wheel collider component.


    GENERAL FEATURES:
    • Complete vehicle controller, for the most diverse situations.
    • Control of manual and automatic gears for various types of games or simulators..
    • Scene controller, allowing you to change vehicles and walk also.
    • Realistic simulation with lights, fuel, particles, sounds and more.
    • Compatible with mobile devices. It's an extremely well optimized system.
    • The system includes the "Advanced Camera Controller" feature, allowing easy implementation of all the cameras you'll need.
    • Support for various types of vehicles, cars, trucks, tanks, monster cars, whatever you can imagine.


    • GENERAL SETTINGS •

    Cameras
    • The system includes the "Advanced Camera Controller" feature, allowing you to configure the cameras of your vehicle for the most diverse situations, for example, orbital camera, first person, internal, external, among others.


    Engine
    • Control of manual and automatic gears for various types of games or simulators.
    • You can choose the maximum vehicle speed and the minimum and maximum RPM.
    • You can choose the torque that each wheel will receive separately.
    • You can choose the number of gears of the vehicle, the speed of each gear and the torque of each of them as well.
    • The system includes a function optimized for torque, allowing you to accelerate slowly if you want.


    Suspension
    • It is possible to adjust all vehicle settings through the code, including suspension height, swing adjustment, hardness, among other properties.
    • The system includes an adjustment to the 'center of mass' of the vehicle, so you can make the simulation more accurate and realistic.


    Brakes
    • You can choose between normal brake or ABS brake.
    • You can set the normal brake force and the handbrake, as well as adjust the speed of each brake.
    • You can adjust the brake force of the vehicle's engine and also the speed with which it will start to interfere with the vehicle.


    Aerodynamics
    • It is possible to adjust the vertical force of gravity that will act on the vehicle.
    • It is possible to adjust the centrifugal force that will act on the vehicle.
    • You can adjust the horizontal and vertical force acting on each wheel of the vehicle.


    Settings
    • The code includes a steering wheel system, to simulate the internal steering wheel of the vehicle.
    • You can configure the vehicle to start with the engine switched on, start with the braked wheels, and other options.
    • It is possible to configure for each wheel to rotate.
    • Complete mirror system on all demonstration vehicles.
    • The code includes a rpm gauge and speedometer system to simulate the vehicle's internal dashboard.


    Fuel
    • The code has a complete fuel system for the vehicle, allowing you to adjust the size of the tank, the fuel consumption, the initial fuel in the tank, among other things.


    Damage
    • The code has a complete system of damage to the vehicle.
    • It is possible to set whether the damage sustained by the vehicle will affect the engine torque or wheel angle.
    • The code has a built-in meshes deforming system, so it is possible to deform the mesh of the vehicle as it receives damage.


    Friction
    • You can set a friction on each terrain.
    • You can define different frictional forces for each wheel of the vehicle.


    Lights
    • Complete system for brake lights.
    • Complete system for reverse lights.
    • Complete system for main lights.
    • Complete system for warning lights.
    • Complete system for vehicle headlights.
    • Complete system for extra lights on the vehicle.


    Sounds
    • Complete system for handbrake sound.
    • Complete system for engine sound.
    • Complete system for blinking sound.
    • Complete system for wind sound.
    • Complete system for air brake sound.
    • Complete system for wheel impact sound.
    • Complete system for collision sounds.
    • Complete system for skidding sounds.
    • Complete system for reverse siren sound.


    Particles
    • The vehicle emits particles according to the terrain it is walking on.
    • The vehicle emits smoke particles when it receives too much damage.
    • the vehicle emits smoke particles from the exhaust of the vehicle.


    Skid marks
    • The asset includes the 'MS Skid Marks System' system, making it much easier to implement skid marks or terrain marks.
    • It is possible to set the color of the skid marks on each terrain, as well as the maximum length, allowing the system not to be heavy to process.



    • GENERAL CONTROL •

    • It is possible to have only one or more vehicles in one scene at a time.
    • It is possible to get in and out of vehicles with any kind of object, simply associate with a variable and you are all set.
    • The controls can be adjusted according to user preference.
    • Inputs for mobile are included, such as buttons or a joystick system for touch.



    • MS VEHICLE SYSTEM •

    • "MS Vehicle System" includes several demonstration scenes, with various vehicle configurations, such as realistic, drift, automatic or manual gears, among other configurations.
    • The asset also comes with several pre-fabricated objects (prefabs), making it easy to use the system with objects already configured.


    Video Trailer:




    • Try it out: •
    Windows(x64): https://drive.google.com/file/d/1kUIQPCBfQfds-hG-xH6dOdhMedBcz4FM/view
    Android (APK): https://drive.google.com/file/d/1WlDUmUtPaCIx1Fp5gttOTKTsjCpHnxDA/view

    Forum: http://www.schultzgames.com/
    Email: marcos11-24@hotmail.com



    Purchase the asset in the AssetStore: https://assetstore.unity.com/packages/tools/physics/ms-vehicle-system-vehicle-controller-88035


    Any questions about the product, or requests, can be published on this topic at will.


    Other images:






















     
    Last edited: Jun 16, 2019
    Antypodish likes this.
  2. Marcos-Schultz

    Marcos-Schultz

    Joined:
    Feb 24, 2014
    Posts:
    381
    Hello, I'm going to post a short list of all the updates the asset has had so far.

    As new updates pop up, I'll post on this topic, but updates that have already occurred will be on this list.
    _____________________________________________________________________________________

    ...............[Version 1.1.0]...............
    - ABS brake system implemented
    - Camera system has been updated to have a smoother movement.
    - Controls became easier to access through the Scene Controller.
    - Code performance enhancements.
    - Lighting performance improvements
    - Now each vehicle can have multiple doors
    - You can now activate whole classes just by marking a variable as true.
    .............................................



    ...............[Version 1.1.6]...............
    - A new scene, for vehicles that do drift.
    - New settings to stabilize vehicle skidding.
    - Documentation updates.
    .............................................



    ...............[Version 1.3.0]...............
    - Joystick has been added for Mobile games.
    - A new scene, for Mobile.
    - Bugs corrected for vehicle scale.
    - Bugs corrected in relation to the vehicle doors.
    - Height bar implemented.
    - Camera settings now have separate classes for each type of camera.
    .............................................



    ...............[Version 1.3.1]...............
    - Bugs fixed in the particle system.
    - Documentation updates.
    .............................................



    ...............[Version 1.3.2]...............
    - Bugs fixed in camera controller.
    - Bugs fixed in automatic gears.
    - Button added to change cameras in mobile version.
    .............................................



    ...............[Version 1.4.0]...............
    - Buttons has been added for Mobile games.
    - A new scene, for Mobile.
    - Documentation updates.
    .............................................



    ...............[Version 1.4.1]...............
    - New way to process center of mass
    - Fixed problems with lights
    .............................................



    ...............[Version 1.4.2]...............
    - Fixed problems with aerodynamics
    .............................................



    ...............[Version 1.4.3]...............
    - Improvements to the main script, which allows you to enable or disable specific features of the code.
    .............................................



    ...............[Version 1.4.4]...............
    - It is now possible to set the wheel friction separately by the code, or simply not to be by the code.
    - Now it is possible to choose whether or not the vehicle will turn on automatically when accelerating.
    - Some improvements have been made to the brake system.
    .............................................



    ...............[Version 1.4.5]...............
    - Bugs fixed with skid sounds.
    - bugs corrected with the vehicle controller.
    .............................................



    ...............[Version 1.4.6]...............
    - It is now possible to apply the parking brake on each wheel separately.
    .............................................



    ...............[Version 1.4.7]...............
    - It is now possible to set a torque curve according to the wheel RPM.
    - Some errors have been corrected in the Joystick.
    .............................................



    ...............[Version 1.5.0]...............
    - It is now possible to set a maximum length for the 'skidmarks'
    - Extremely significant improvements were made in relation to 'GC.Collect' related to 'skidMarks' and tag comparisons.
    .............................................



    ...............[Version 1.6.0]...............
    - Several bugs have been fixed.
    - Extremely significant improvements were made in relation to 'GC.Collect' related to 'skidMarksSounds' and tag comparisons.
    - Some prefabs have been redone.
    .............................................



    ...............[Version 1.6.1]...............
    - Bug fixed in 'GroundSoundsEmitterSkid' function.
    .............................................



    ...............[Version 1.7.0]...............
    - Bug fixed in 'skidMarks', now the wheel generates the track according to its "-transform.up" instead of "-Vector3.up"
    - Bug fixed in relation to orbital camera. It now starts with the rotation and distances correctly set relative to the vehicle.
    - Bug corrected in relation to the option to disable damages to the vehicle. Now it works correctly.
    .............................................



    ...............[Version 2.0.0]...............
    - New scenery
    - All the scenes were redone.
    - All particles were redone.
    - Bug fixed in skid sounds for extra wheels.
    - Bug fixed in relation to fuel consumption.
    - The void responsible for setting the friction on the wheels was redone in order to improve the performace of the code.
    - The entire GUI system has been replaced by the UI.
    - All prefabs have been redone, improving the default settings.
    - You can now set the volume of impact sounds.
    - An RPM counter has been implemented.
    .............................................



    ...............[Version 2.1.0]...............
    - Bug fixed in 'volumeWhelImpact' variable.
    - Bug fixed in 'StabilizeAirRotation' void.
    - The gear shift system has been improved.
    - The sound of the gear change now obeys the time of the exchange.
    - Improvements were made in the code to improve the performance of the system that changes the height of the vehicle.
    - It is now possible to change the width of the skid marks separately for each wheel. In this way, each wheel can generate a mark with a different width.
    .............................................



    ...............[Version 2.2.0]...............
    - Bug fixed on the engine sound with the handbrake pulled.
    - Improvements were made in relation to the angle of the steering wheel, allowing to set the angle of the inner wheel.
    - Improvements in exhaust smoke emission velocity.
    .............................................



    ...............[Version 2.4.0]...............
    - The engine brake code has been redone.
    - A warning has been added to inform which key must be pressed to get into a vehicle as the player approaches the vehicle.
    - Improvements in ABS brake system.
    - Improvements were made to the vehicle's torque system.
    - Bug corrected in the code that controls the scene.
    - Velocímetro e medidor de rpm foram adicionados ao sistema.
    - Bugs corrected in relation to the abs brake when the vehicle was with 'manual gears'
    - Bugs corrected in relation to the sound of the brake system when the vehicle was with 'manual gears'
    - The brake system has been improved.
    .............................................



    ...............[Version 2.5.0]...............
    - New Vehicle.
    - The initial value of some variables was changed.
    - The vehicle differential system has changed.
    - Improvements in the scene controller.
    - Now it is only possible to interact with vehicles that are active in the hierarchy.
    - Improvements in the handbrake relative to the automatic gears.
    - Bug fixed when starting vehicles with no associated sounds.
    - The light system has been completely redone.
    - Improvements made to the function that forces the vehicle in the direction 'transform.down'.
    .............................................



    ...............[Version 2.6.0]...............
    - The vehicle collider was changed from 'meshCollider' to 'boxCollider' for performance.
    - An optimization system has been implemented, allowing to deactivate vehicles that are distant, and to activate when they are close.
    - Now it is only possible to interact with some vehicle if it is active in the hierarchy, even if the interaction is made by the buttons.
    - The demonstration scenes were improved.
    .............................................



    ...............[Version 2.7.0]...............
    - Bugs corrected in relation to particle initialization.
    - Improvements made to the brakes to avoid problems when the vehicle is stationary.
    - An option was created to make it possible to associate materials that differentiate between low and high lights.
    - Some bugs fixed in relation to the demo scenes.
    .............................................



    ...............[Version 2.7.5]...............
    - Bugs corrected in relation to brake system (ABS).
    - 'Slow brake' system has been improved.
    - 'Wind drag' system has been improved.
    - Correction at the limit of the variable 'DampingRate' and improvements in prefabs.
    .............................................



    ...............[Version 2.8.0]...............
    - The center of mass of the vehicles was adjusted.
    - Sound effects were added to the vehicle's internal cameras.
    .............................................


    ...............[Version 2.8.1]...............
    - Bugs corrected in relation to the internal sounds of vehicles.
    - Improvements made in the scenario prefab.
    .............................................
     
  3. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    327
    Good job ! But i think you should make this have new features with Edy or RCC. I see i nothing new features if compare with Edy or RCC, even it not good like Edy or RCC.
    P/s: With $50 i will by Edy or RCC or NWH instead of buy this.
     
    Marcos-Schultz likes this.
  4. Marcos-Schultz

    Marcos-Schultz

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    Posts:
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    @CoderPro
    If we make a fair comparison, Edy wins from everyone, very easily !!!

    This feature is relatively new and aims to adapt to some points that other features do not fit very well. As you can see, the feature is constantly updated and improved as users request.

    Its great asset is ease, making it VERY simple to create a scene with multiple vehicles, 3D characters that can get in and out of vehicles, controls for mobile, among other things.

    Certainly, if someone asks me, "what is the best AssetStore vehicle resource?" I'll answer, "Edy."

    @Edy 's feature is in fact the best, there's no way to compare it, and the @NWHCoding feature is also very good, although it has some stability issues because it's in an early stage.

    So when you say that the competition has very good products, I agree with you, and I will seek to improve my product whenever possible! :):D
     
    CoderPro likes this.
  5. CoderPro

    CoderPro

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    I mean, if you can not make it realistic, you could make it like arcade game, and arcade physics still not release in the assetstore.
     
    Marcos-Schultz likes this.
  6. Marcos-Schultz

    Marcos-Schultz

    Joined:
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    Posts:
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    @CoderPro

    For comparison purposes only, I will cite some features that my asset has, and the competition may not have.

    - Numerous positions for doors, ie a vehicle can have as many doors as you want.
    - ETS (Euro Truck Simulator) internal camera, with changes of sound and detachment, to be able to look out the window.
    - The 'MS Skid Marks System' and 'MS Advanced Camera Controller' systems present in the Asset Store are already included in this asset.
    - Scene controller, allowing you to select in a simple option, whether you want controls for PC, Joystick, or controls for Mobile (if the mobile option is selected, button or Joystick controls already appear on the screen).
    - Volant
    - Real time mirrors
    - The most complete lighting system of all. (Really is the most complete).
    - The most complete sound system of all. (It really is the most complete too). Contains internal sounds with effects, external sounds, wind, siren, hand brake, siren, alarm, among others.
    - And as already mentioned, it has the 'MS Skid Marks System' asset included, with management optimized for skid marks (0% GC Collect).

    These are some things that I believe are unique. The other options also exist, such as adjusting the suspension, torque, number of gears, fuel, among other options, but I believe that these are present in most assets.

    Any suggestions for implementation, or even constructive criticism, are always welcome! :)
     
  7. Marcos-Schultz

    Marcos-Schultz

    Joined:
    Feb 24, 2014
    Posts:
    381
    New updates:


    ...............[Version 2.8.3]...............
    - The 'DampingRate' variable has been reset, and replaced with a braking method via code, avoiding some bugs in the vehicle torque.
    - Improvements made in the scenario prefab.
    - The variable 'DeformMeshes.Colliders' has been removed because the code now bases the collision on the colliders of the 'parent' object.
    - Minor bugs have been fixed.
    .............................................



    ...............[Version 2.9.0]...............
    - All of the textures in the asset have been converted to a lossless (PNG) format.
    - All 'prefabs' objects have been adjusted, corrected, and improved.
    - All images containing the Unity Engine logo were removed, at the request of the Asset Store team, to follow the store's new rules.
    - An error where the 'MSFPSController' charged 'null ref' has been fixed.
    - Every part that manages the vehicle's torque has been improved.
    - The 'LerpTorque' option has been removed, since management is now automatic, via code.
    - The variable 'ManualAdjustmentOfTorques' was removed because the system was redone, and replaced by a better and simpler method.
    - A bug has been fixed on cameras that use 'Linecast'.
    - A bug was corrected in the 'automatic brake' of the vehicle, where the vehicle would brake automatically in the air if there was no input from the player.
    - The hand brake force has been adjusted for greater realism.
    - Several variables had their 'default' values changed because the code was modified in several parts to improve performance and realism.
    - A variable has been added to set the decrease in torque that the vehicle will have when changing gears.
    .............................................



    Version 2.8.3 is already in the store, and version 2.9.0 is complete and has already been submitted for review, soon it will be in the store as well.
     
  8. CherstvyDmitriy

    CherstvyDmitriy

    Joined:
    Jul 19, 2017
    Posts:
    25
    hi, i am choosing, what is better in optimization edys venicle or nwh now?
     
  9. Marcos-Schultz

    Marcos-Schultz

    Joined:
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    Hello, the most optimized between these two is @Edy.

    The optimization order is:

    More optimized: Edy's Vehicle Physics
    Second most optimized: MS Vehicle System (Vehicle Controller)
    Third more optimized: NWH Vehicle Physics

    And according to all the tests I've done, the most stable asset in memory consumption and CPU usage follows the same order, with Edy the most stable, MS Vehicle Controller second, and NWH in third.

    You can download assets demo projects as all three assets feature projects to check asset quality. This makes it easier for you to make the best decision.


    DEMOS:

    Edy's Vehicle Physics:
    Web demo: https://www.edy.es/dev/vehicle-physics/demo/

    MS Vehicle System (Vehicle Controller):
    Windows(x64): https://drive.google.com/file/d/1Lw3gZVJX9IxQVFuzJQafR-zd_F9xgkWl/view
    Android APK: https://drive.google.com/file/d/14bFcP96Sz4DXdRthADQk0sVJ19JEcjW-/view

    NWH Vehicle Physics:
    Windows(x64): https://drive.google.com/file/d/1_lqtKO-hHTj4ThYemAZl-GxhIKoT4DN3/view
    MacOS(x64): https://drive.google.com/file/d/1DwN7IYjgp0LChO8d2hVUGJL1C9kBuUXr/view

    I hope this information will help you make the best decision! :D
     
  10. iichiversii

    iichiversii

    Joined:
    Nov 23, 2011
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    Is there any available video tutorials on how to set up a vehicle using your plugin??
     
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  11. Marcos-Schultz

    Marcos-Schultz

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    Feb 24, 2014
    Posts:
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    Hello, thank you for contacting us to ask your questions.

    We still do not have video tutorials because the product is constantly being updated and improved, as you can see in 'UpdateNotes'. So a video tutorial would soon be deflated from the current product. That way, a video tutorial would quickly become outdated relative to the product.

    If you want, I can arrange a video within 1 or 2 days, showing how to set up an Asset Store vehicle for example.

    My current priority is to bring new vehicles to insert into the product (quality vehicles). But please, let me know about everything you need. My intention is always to improve the product and its support.
     
    iichiversii likes this.
  12. iichiversii

    iichiversii

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    Marcos a simple set up would be fine, your documentation isn't very helpful in setting up the controller or controllers, you can add tutorials for each stage of the plugin, for example from the initial set up of a vehicle, how to set up the mirror feature, I am currently trying to set up an APC model of my own and when I press play the model disappears, why? , I just want to set up a vehicle controller and not have a separate controller to enter and exit vehicles, this is just complicating things for me, I could really do with your help
     
    Marcos-Schultz likes this.
  13. Marcos-Schultz

    Marcos-Schultz

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    Hello. Usually when the vehicle disappears or something, an error message appears indicating why it happened. If you have some prints, it may be easier to spot the problem.

    As for the video tutorials, I'll try to arrange it as soon as possible. I will make several videos, one for each type of system configuration.
     
  14. iichiversii

    iichiversii

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    The error message I am getting is "Only one controller is allowed per scene" I only have one controller set up
     
  15. iichiversii

    iichiversii

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    Also, "Vehicle selected to start does not exist in the 'vehicles' list" what list???
     
  16. Marcos-Schultz

    Marcos-Schultz

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    Hello.

    In the image below, you can see the general controller of the scene vehicles. This is where you configure the controls in general.


    In the documentation that came with the product, it shows a step-by-step guide on how to configure the controller in the scene.

    Having a controller in the scene, simply enter the number of vehicles you will have in the 'Vehicles' list, and press the 'Enter' key, to create the vehicle list.

    After creating the list, simply associate the vehicles created in the list and everything will work according to the settings of the general controller.
     
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  17. Marcos-Schultz

    Marcos-Schultz

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    Hello, you should not use the code itself on the vehicle. Just drag the prefab 'Control' to the scene, it's all ready.

    Go to the folder: 'MarcosSchultz> MSVehicleSystem> Prefabs> Controller> Control'.

    Drag the Control object to your scene. It is the controller that should be used, in the same way that the sample scenes are configured.

    In the vehicle goes only the code 'MSVehicleSystem'.

    Sorry for not having a video tutorial yet, I realize how necessary it can be. Thanks for your feedback, this helps a lot to improve the product.
     
  18. iichiversii

    iichiversii

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    That worked, sorry its so frustrating when its not clear how to set things up, I would like to make some suggestions if you don't mind for future releases,

    1. Engine Sound effects should have 3 parts,
    Idle engine, In motion and gear changes, it would be a nice touch to have a varible for all 3 sounds

    2. Hydropneumatic Suspension,
    Some suspensions can change height from road to off-road mode, It would be a nice feature if we could set a height for off-road where the suspension raises to a set height which can be assigned to a button.

    3. My mind has gone blank but I am sure I can come up with some more
     
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  19. Marcos-Schultz

    Marcos-Schultz

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    Hello, thank you very much for the suggestions. In fact, whenever you have suggestions, please tell me, as I will write them down in a list and implement them wherever possible.

    My priorities at the moment are:

    - More models of vehicles.
    - Make video documentation for the initial stages at least.
    - Add editor properties, to create components through menus.
    - Add a native option to allow trailers connected to the vehicle.

    But if you have any more urgent suggestions or requests, just let me know that I will try to arrange.
     
    iichiversii likes this.
  20. iichiversii

    iichiversii

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    Marcos I need your help to understand something here with your plugin, I have created my own custom sound for my Vehicle Engine, however there seems to be an engine sound playing that's not mine, is this meant to be playing or is there an area somewhere I can remove it?
     
  21. Marcos-Schultz

    Marcos-Schultz

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    Hello.

    The only engine sound is what is in the 'EngineSound' variable as shown in the image below.




    If you leave this variable empty, the code simply will not reproduce engine sounds. Any other engine sound comes from somewhere else.
     
  22. iichiversii

    iichiversii

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    I taught so, I have it blank and there is an engine sound playing for some reason
     
  23. Marcos-Schultz

    Marcos-Schultz

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    This is really weird. In code, there is nothing that makes it happen.

    You can test in the sample scenes. If you leave the engine sound empty, no sound is played.

    Could you provide some prints or some video so I can try to figure out what's going on? But you probably linked an AudidoSource to some other object in the scene for this to happen.
     
  24. Marcos-Schultz

    Marcos-Schultz

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    Hello, I finished a simple tutorial video, to help in the beginning. I want to focus on the updates now.

     
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  25. iichiversii

    iichiversii

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    Nice tutorial, ;)
     
  26. iichiversii

    iichiversii

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    Marcos do you have any gamepad script for this plugin? For example an xbox controller
     
  27. Marcos-Schultz

    Marcos-Schultz

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    No, because it is possible to configure all the inputs through the controller, for example:

    Set the 'Horizontal' axis to 'Joystick11', and things work.

    I'll try to provide a tutorial on this, and if necessary, I can work out a code to make it easier to setup.
     
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  28. iichiversii

    iichiversii

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    That would be cool, I hope your updating your asset on the store with the tutorials, I believe your plugin has huge potential, just 1 more question in relation to the lights, I can turn on lights to low main lights to high main lights, using the "L button" however if I want to go from high main lights back to low main lights there is no option, or am I missing something?
     
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  29. Marcos-Schultz

    Marcos-Schultz

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    No. The lights work in the off-low-high-off-low-high order.

    I can insert in an update, if you want, the option to change the order, for example: off-low-high-low-off, among other options.
     
  30. iichiversii

    iichiversii

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    Can we have it updated where two buttons are used, one decreases and the other increases, It would make more sense, we don't normally turn our lights off completely when we want to go from high to low, low to high, for the example lets use the 'K' and 'L' keys, 'K' decreases the lights power down 1 and 'L' increases the power by 1, does that make sense??
     
  31. Marcos-Schultz

    Marcos-Schultz

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    Hello, thanks for the suggestion ... I will put this modification in the list of suggestions for the asset, and I will implement it as soon as possible.
     
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  32. iichiversii

    iichiversii

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    Was thinking of other ideas today that i would like to see.
    1. Window wiper controller
    2. Hazard light function (All orange lights flashing)
     
  33. Marcos-Schultz

    Marcos-Schultz

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    Hello.

    The second option already has in the asset, the default Input is set to the letter H. You can change this input in the general controller of the scene. The input name is 'warningLights'.


    When the windshield wiper, this is something that I have been trying to insert into my product for some time, but I can not create a good shader to reproduce the effect of the drops being cleaned by the eraser.
     
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  34. iichiversii

    iichiversii

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    A shader is not necessary, that's something we can work on independently, what I meant was a variable for a wiper asset, that can be set to wipe at a given angle, just a thought
     
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  35. Marcos-Schultz

    Marcos-Schultz

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    Hello.

    I can work on it and insert an option, but it will not be that soon. I want to prioritize some specific aspects per hour, mainly performace.
     
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  36. iichiversii

    iichiversii

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    No problem, take your time, I don't want you to feel I am pushing you, your plugin is great and helped me with a project of mine, I am very great full.
     
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  37. Marcos-Schultz

    Marcos-Schultz

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    I'll post here a list of things I want to update in the asset. Some will take a little longer, some a little less.

    - Put a temperature system on the tires of the vehicle.
    - Add a 'Lerp' on the Alpha of the vehicle's skid marks when the skid trails start and end.
    - Create a simple signal system for a crossing.
    - Improve the particle system of the terrain, so as to facilitate the creation of various terrains, automatically.
    - Add a system to the controller to automatically search the vehicles in the 'awake' void. (this option is uncertain).
    - Add a trailer system for trucks and carts with an automatic joint system.
    - Improve the 'Fixed' type camera.
    - New video tutorials and new demos (Windows and .apk).
    - Add load simulation with fluid.
    - Add new 3D models (truck, bus and sports car).
    - Create an easy system to change the 2x4 to 4x4 traction. This is already possible, but there is no code ready just for this.
    - Disable UI buttons that the vehicle does not use, for example, disable the horn button on vehicles where horn sound was not associated.
    - Add 3 levels to the engine sound (low RPM, medium RPM and high RPM) {3 AudioClips}.
    - Add controls to set the height of the vehicle through pre-set values (h1 = x1, h2 = x2).
    - Add an option on the camera that follows the vehicle, so that when the player presses a pre-set key, the camera will rotate 180 degrees, to look back.
    - Add a windshield wiper system to the vehicles.
    - Update documentation.
    - Fix a bug, where the vehicle continues to play skidding sound on distinctive soils, when all the wheels stop touching the ground. (When you are skidding on some land with sound set, and the vehicle starts to fly, the skidding sound continues to play for some time still).


    This list is long, and is always growing, but this is good, as the product is getting more and more improved. I hope to be able to update the product as soon as possible, but some items are a bit slower to update.
     
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  38. iichiversii

    iichiversii

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    Marcos this is great, looking forward to the updates, however take your time
     
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  39. Marcos-Schultz

    Marcos-Schultz

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    There's a lot of interesting stuff being prepared for the next update.


    There is a lot of new stuff, but I can highlight a few:

    - Particle system was greatly improved.
    - The UI was all redone and improved (gauges)
    - Several small bugs have been fixed.
    - The documentation will be updated.
    - MANY improvements have been made to the 'OnValidate' function, to make creating new vehicles much easier and less susceptible to mistakes.

    There are more things in this new update, like the variable suspension system, but I have not finished inserting all the news. So the update may take a while, but the update will be great and very good.
     
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  40. Marcos-Schultz

    Marcos-Schultz

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    Update 3.2.5 is now available for download from the Asset Store. (Important! Always back up your project before upgrading.)

    What has changed:

    - The particle system has been completely redone. Now it is easier to set up particles for all types of terrain. This allows you to create vehicles more easily and decreases the error rate when setting up terrain.
    - Now the dust particles from the vehicle wheels are automatically positioned at the point of contact with the ground.
    - A new option has been added to allow a 'lerp' to be performed on the final wheel angle positioning.
    - An error was corrected, where a null reference alert was issued if the vehicle was set to GroundDetection> ALL and there was no terrain on the scene.
    - Several improvements have been made to the OnValidate function. This makes it easier to create new vehicles and decreases the error rate when setting up vehicles.
    - A bug was corrected, where skid sounds on other grounds continued to play for a short time even though all the wheels were in the air.
    - The vehicle's speedometer has been totally redone and reconfigured, to facilitate its use and make it more complete.
    - MANY improvements were made in relation to UI. Elements have been redone, and now only buttons that are possible to interact remain active on the screen.
    - The suspension height system was redone. It is now possible to set the height of the vehicle by means of a simple button, interspersing between pre-defined heights.
    - The function of stabilizing the rotation of the vehicle in the air has been improved.
    - Performance improvements over detection of wheels that are on the ground.
    - Bugs fixed in the code that makes the exchange of vehicles in the scene.
    - Improvements were made relative to the 'orbitalThatFollows' camera.
    - Correction of a bug in the use of inputs for mobile devices. Now running the LateUpdate function no longer interferes with button operation.
    - The prefabs were adjusted for performance improvement.
    - The documentation has been updated.



    I also recorded a new video, showing a little how the whole system behaves.
     
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  41. iichiversii

    iichiversii

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    This is fantastic, looking forward to using some of your updates.
     
  42. bigmonkgames

    bigmonkgames

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    How do I create my own skidmarks? I see where the script uses a shader but how do I pick my own textures or material to use my skidmarks. Am I missing something?
     
  43. Marcos-Schultz

    Marcos-Schultz

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    Hello.

    Currently, the code generates the material internally, to make things simpler.

    I can bring the option of 'custom material' in the next update if you want.

    Any material and any shader is supported, but some do not accept the color change, so the code does the stuff automatically. But it is something simple to implement, I can arrange this feature in the next update.
     
  44. bigmonkgames

    bigmonkgames

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    Sounds Good. I have modified the code myself to use a decal generator based on raycasts. Your code is easy to modify and extend. Great work!
     
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  45. iichiversii

    iichiversii

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    Marco's, I have a suspension system on my modeled vehicle, I would like my suspension move with the wheels to give the effect the suspension is real, is there any plan to implement this sort of thing into your plugin?
     
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  46. Marcos-Schultz

    Marcos-Schultz

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    Hello.

    At the moment there is no plan for this, because the system is a bit complex. It may seem simple, just subtract a vector A from a vector B, calculate the distance, and apply in a Mathf.InverseLerp.

    The problem is that this applies to some situations, and in others not. If the object is not separable, we can not change its size. If the spring is at an angle other than 90, the effect of changing the size will deform the spring horizontally, not just vertically.

    There are several solutions in fact, but it is difficult to make the system generic enough so that it can be applied in all situations.

    Anyway, I will include this modification in the list of feature updates and implement it as soon as possible.
     
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  47. iichiversii

    iichiversii

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    That would be great :)
     
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  48. Marcos-Schultz

    Marcos-Schultz

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    One customer has discovered a bug when using large values for the steeringAssist when the wheel radius of the vehicle is different. This will be fixed in the next update, along with some improvements to come.
     
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  49. Marcos-Schultz

    Marcos-Schultz

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    I will try to implement this your request in the product. I do not know if the next update will be ready, but I'll try.



     
    Last edited: Apr 20, 2019
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  50. iichiversii

    iichiversii

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    Marco this looks great, keep up the great work ;)