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Assets MS Vehicle System (Vehicle controller)

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

  1. Marcos-Schultz

    Marcos-Schultz

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    Hello, thank you for contacting us to resolve your questions.

    OK, let's go for parts.

    * The deformation in their vehicles displaces the meshes because of the wrong scale of it. You can try changing some properties to correct this, for example:
    - Damage > DeformMesh > HitDamage = 0.1
    - Damage > DeformMesh > AreaOfDeformation = 0.2
    - Damage > DeformMesh > MaxDistortion = 0.2

    * The current controller design forces you to start all vehicles together with the general controller, and this may in fact become a problem for some game styles.
    I am aware of this problem, and I fully agree with your point of view. In fact, I've been rewriting the controller base for some time now, so it's more comprehensive in this sense.
    The only problem is that I have little free time, so it may take a few months for the new controller to be released.

    If this affects your project and the product does not suit it, I can try to get you a refund. If this is the case, send me an email to marcos11-24@hotmail.com to discuss the case.
     
  2. Radu392

    Radu392

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    No thank you it's all good, it only needed a few dozens lines of code to make it work at runtime! Thanks for the tip with deformations too.
     
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  3. Pharmatronix

    Pharmatronix

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    Hi there, how easy is it to set your controller up for nav mesh agents in order to have non-player-vehicles controlled by AI?
     
  4. Marcos-Schultz

    Marcos-Schultz

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    Hello. Currently the Controller does not support AI.

    This is an expected improvement for a future upgrade that is already in production, but there is no release forecast yet (this is a new SceneController).

    If this is a problem for your project or if this causes you some delay, please contact me by email: marcos11-24@hotmail.com explaining the situation.

    I usually see the email more often than the forum.
     
  5. Devision4

    Devision4

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    Hello, is it possible to place the player model into vehicle when driving it? Just a sitting pose character which is visible when driving?!
     
  6. Marcos-Schultz

    Marcos-Schultz

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    Yes. This is a very simple thing to do, I can create a code for you in just a few minutes.

    Could you tell me which version of the asset you are using?
     
  7. Marcos-Schultz

    Marcos-Schultz

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    New tutorial from asset version 3.4.0. A lot has changed!




    This update will soon be available in store. The changes were as follows:
    ...............[Version 3.4.0]...............
    - The scene controller has been completely rewritten and enhanced!
    - Now the scene controller is created automatically when setting up any vehicle.
    - You no longer need to associate vehicles with a list on the central controller. The controller will do this automatically at any time.
    - Now vehicles can be instantiated and deleted in real time.
    - Now the player can be instantiated or deleted in real time.
    - Vehicles can now be controlled by any external code to enable AI creation.
    - There is no longer a need to have vehicles in the scene, this makes it possible to instantiate or delete vehicles at any time.
    - The input system has been completely rewritten to facilitate ease of use and remotely controlled vehicles.
    - It is now possible to attach to the vehicle a mesh that represents the player. This mesh will be activated or deactivated automatically when the player is inside the vehicle.
    - A simple example of AI is now included in the system to show a simple way to control the vehicle through other codes.
    - New demo scenes have been created.
    - The documentation has been updated.
     
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  8. ArachnidAnimal

    ArachnidAnimal

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    Hello, I 'm using the free version of the asset for now.
    I noticed that in all of the vehicle prefabs, the MS Vehicle Controller has swapped the serialization of the left vs right wheels.
    Ex: the vehicle's left wheels have been serialized to the right wheel related variables in the MS Vehicle Controller attached to the vehicle, and vice-versa.
    Is this intended, or should I correct this issue on my end?
    Thanks
     
  9. Marcos-Schultz

    Marcos-Schultz

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    Hello, this should not happen. Probably when I simplified the PRO o version and rebuilt the vehicles, I inadvertently reversed it.

    Although this does not affect the free system at all (there are differences only in the PRO version because of the differential).
     
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  10. Marcos-Schultz

    Marcos-Schultz

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    Feature update to version 3.4.2

    ...............[Version 3.4.2]...............
    - The [DisallowMultipleComponent] command has been added to the main code to prevent multiple components in vehicles.
    - A bug was fixed where skidMarks were not generated if wheelMeshes were not associated in their respective variables.
    - Added a new method of distortion for vehicle meshes, allowing the mesh to warp toward the center of mass.
    - Meshes deformation has been improved and simplified.
    - The camera system has been updated and improved overall.
    - A bug has been fixed where vehicle cameras incorrectly detected collision in collisers marked 'isTrigger'.
    - Enhancements have been made to the 'FirstPerson' and 'ETS' cameras, adding a new style of automatic movement to make the simulation more realistic and immersive.
     
  11. Devision4

    Devision4

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  12. Marcos-Schultz

    Marcos-Schultz

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    Hello, thanks for contacting us to resolve your issue.

    Could you send me a copy of this asset by personal message so I can see where the problem is?

    Usually no vehicle is dragged by custom controllers because the mass of the vehicles is very large (usually between 1000 and 2000). But depending on the method used by this other asset to move the controller, things may change slightly.

    I need to know how this controller moves so that I can know how to solve the problem.
     
  13. Devision4

    Devision4

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    I emailed you
     
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  14. Marcos-Schultz

    Marcos-Schultz

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    The entire UI is being revamped and improved.

    Several aspects have been improved and redefined, as have the quality of the images. News is coming in version 3.4.5

     
  15. Marcos-Schultz

    Marcos-Schultz

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    New UI interface and new bookmarks. Just some news of version 3.4.5.

     
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  16. KyanIsErWel

    KyanIsErWel

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    Once i start my game using this asset, my car disappears.
     
  17. Marcos-Schultz

    Marcos-Schultz

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    Hello, how are you?

    Say, are you using the free version or the paid version of the product?
    Another question ... when the vehicle is automatically deactivated, an error message appears informing you of what happened. Could you tell me what this error message is?
     
  18. KyanIsErWel

    KyanIsErWel

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    i am using the free version and i get this error:
    There must be an object with the 'MSSceneController' component so that vehicles can be managed.
    UnityEngine.Debug:LogError(Object)
    MSVehicleControllerFree:DebugStartErrors() (at Assets/MSVehicleSystem(FreeVersion)/Scripts/MSVehicleControllerFree.cs:495)
    MSVehicleControllerFree:Awake() (at Assets/MSVehicleSystem(FreeVersion)/Scripts/MSVehicleControllerFree.cs:484)
     
  19. KyanIsErWel

    KyanIsErWel

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    There
    There is a smiley because the error says : D
     
  20. KyanIsErWel

    KyanIsErWel

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    now i added the scene manager i get:
    Vehicle selected to start does not exist in the 'vehicles' list
    UnityEngine.Debug:LogError(Object)
    MSSceneControllerFree:Awake() (at Assets/MSVehicleSystem(FreeVersion)/Scripts/MSSceneControllerFree.cs:145)


    There is no vehicle in the scene or no vehicle has been associated with the controller.
    UnityEngine.Debug:LogError(Object)
    MSSceneControllerFree:Awake() (at Assets/MSVehicleSystem(FreeVersion)/Scripts/MSSceneControllerFree.cs:149)


    This vehicle can not be controlled because it is not associated with the vehicle list of the scene controller (object that has the 'MSSceneController' component).
    UnityEngine.Debug:LogError(Object)
    MSVehicleControllerFree:DebugStartErrors() (at Assets/MSVehicleSystem(FreeVersion)/Scripts/MSVehicleControllerFree.cs:509)
    MSVehicleControllerFree:Awake() (at Assets/MSVehicleSystem(FreeVersion)/Scripts/MSVehicleControllerFree.cs:484)
     
  21. Marcos-Schultz

    Marcos-Schultz

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    Hello. In the PRO version, everything is automatic and always works.

    In the free version, it is necessary to associate the vehicles of the scene in the list of the general controller.

    In the object called 'Control', there is a list called "Vehicles". You must associate all vehicles in the scene that have the code "MSVehicleControllerFree" in that list, and everything will work.