Search Unity

  1. We've closed the job boards. If you're looking for work, or looking to hire check out Unity Connect. You can see more information here.
    Dismiss Notice
  2. Unity 2017.3 has arrived! Read about it here.
    Dismiss Notice
  3. Unity’s Demo Team is excited to share their upcoming interactive demo, Book of the Dead. See more information here.
    Dismiss Notice
  4. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Randomation Vehicle Physics 2.0 - Now open source on GitHub!

Discussion in 'Assets and Asset Store' started by RandomationGames, Mar 14, 2015.

  1. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    This asset has been discontinued.
    This is why.
    It is also open source on GitHub.





    Web Player Demo

    Android Demo

    Asset Store

    Documentation

    Changelog

    Support E-mail

    This is the new iteration of Randomation Vehicle Physics written from the ground up for Unity 5.

    Features
    • Includes C# and JS versions of all scripts and prefabs.
    • Modular vehicle system allows for many configurations.
    • Supports nearly any vehicle shape; long, short, wide, thin, tall, etc.
    • Includes damage system with mesh deformation and detachable parts.
    • Camber, caster, and toe adjustment, with support for crab steering and skid steering.
    • Supports moving suspension parts.
    • Gearbox and continuously variable transmissions with automatic and manual variants.
    • Supports hovering vehicles.
    • Handles nearly any shape of terrain and surfaces, plus moving platforms.
    • Stunt and drift detection with the generation of a string showing the current stunt combo.
    • Includes module for basic waypoint and following AI.
    • Configurable surface properties that effect tire marks and friction for mud, ice, dirt, etc.
    • Simply drop in your own vehicle models, adjust the wheels, and watch them drive.
    • Contains everything in the video above, including the vehicle templates so you don't have to build any vehicles from scratch.
    • Doesn't use wheel colliders, but rather custom scripts for suspension and wheel simulation.
    • Officially compatible with iRDS - Intelligent Race Driver System.
    This is meant to be semi-realistic, providing options for both fairly realistic and arcadey behavior. Blender (2.71) sources for all models are included in a zipped folder. This package has not been tested in networked multiplayer.
     
    Last edited: Jan 7, 2017
  2. Patico

    Patico

    Joined:
    May 21, 2013
    Posts:
    886
    Incredible!
    Bookmarked ;)
     
  3. StephenL

    StephenL

    Joined:
    Oct 18, 2010
    Posts:
    217
    Brilliant! I didn't think it was possible to get better, but I was wrong. Bought! :D
     
  4. balakademi

    balakademi

    Joined:
    Sep 12, 2012
    Posts:
    5
    Anyone tested on mobile platforms? Mobile performance is good?
     
  5. Guitario

    Guitario

    Joined:
    May 16, 2014
    Posts:
    6
    I am very interested in buying this asset when i eventually upgrade to Unity5.

    What are your plans for future updates/ added features?
     
  6. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Mobile games were made with the old version which is slower than this one, and they worked fine.

    I don't have any concrete plans, but I might try making the bike physics work properly again. I might add the ability to do burnouts, and maybe suspension movement. I'm going to wait for some more feedback before adding new features.
     
    hopeful likes this.
  7. balakademi

    balakademi

    Joined:
    Sep 12, 2012
    Posts:
    5
    Professional AI will be good
     
  8. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    I did try your demo. All of cars, when i drive car at high speed, its very difficult to turn left or right, car only go to straight, very difficult to control turn left or right at high speed.
     
  9. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I personally don't feel the steering is too limited, but the steering range on vehicles is reduced as they speed up based on an adjustable curve. This, along with the tire friction can be tweaked to get the desired behavior. If more people bring this up, I'll make some changes to the demo.
     
  10. Silent-Killer

    Silent-Killer

    Joined:
    Jun 24, 2014
    Posts:
    2
    Its looking great. Can you please provide a demo apk so that we can test fps on our devices. Is it compatible with ios also? Can you provide ipa as well?
     
  11. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I could try building an apk, but the controls will still be the same. I'm not sure how to build for iOS on Windows, it just gives me a cross compilation error.
     
  12. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    388
    wow man, thats amazing!!! I bought v1 a long time ago, do we old users get a rebate?
     
  13. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Unfortunately not, my explanation can be found here.
     
  14. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    388
    Fair enough! Thanks!
     
  15. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Since several people have requested it, here's an apk of the demo. With 5 active cars, on my Droid Razr M I get anywhere from 40 to 60 fps, sometimes dipping to 30, largely depending on how many cars are visible and how many collisions are occurring. Keep in mind that there are about 100k triangles visible when looking at the mountain from a distance, along with the fact that each car uses separate tire and rim meshes. I removed normal maps from materials and disabled tire marks on the AI cars to improve performance.
     
  16. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    Hi RandomationsGames,

    I did try and test your asset. Its so so amazing. And i thing, the current price of your asset is very very cheap with this amazing asset, why its not $100 or $150 even $200 like UnityCar, if $150 or higher i will buy this with no problems. I thinks your asset better than UnityCar. Thanks for make this amazing asset. But i have a request before i will buy it tomorrow. Could you make these features like this:

    + The first make smoothly accelerator control for mobile with sensitivity parameter instead of image button like Asphalt 8: Air bone game. Its will be amazing !
    [​IMG]
    + When car fly in air, car still drive move follow direction that we control by accelerator control or arrow key.
    [​IMG]
    [​IMG]
    + The car can rotation when move on this that don't use default gravity of Unity. I thing Asphalt did make it by code:
    [​IMG]
    [​IMG]
    And have count rotation system like this game :)
    + Make physics for motor bike. Because i did test old version, its very good.

    Amazing asset with cheap cost :)
     
  17. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I could probably add all of these features except for the bike physics because I've had trouble making them work. The mobile demo uses buttons instead of the accelerometer is because it was meant to demonstrate the performance, so I didn't bother making specialized controls. I might add accelerometer steering instead.

    RVP 2.0 already has a rotation counting system. Enable stunt mode in the demo and do some flips in the air.
     
  18. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    Yes, if i turn on Stunt Mode, car will rotation when car fly if i use arrow key. But i mean, car will automatic rotation when fly that we don't need use arrow key like in Asphalt 8 game. And i wish the next version will have this feature and accelerometer steering. Wish more cool features in next version. But i think, the price is very cheap :) Thanks for amazing asset !
     
  19. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I'll see what I can do, I want to keep the asset fairly clean and not cater too much to particular types of games over others.
     
  20. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    I hope you will do that. Because i think, most of people want to you do that, too. :)
     
  21. Vibs_appit

    Vibs_appit

    Joined:
    Feb 16, 2014
    Posts:
    53
    Hi RandomationGames,
    We are making a vehicle combat game and we would love to get hands on your amazing physics system.(I don't know how you achieved this with that abomination of the new wheel collider!) The only thing stopping us is because our game is online (uses Photon) and this project is not yet tested on the networked multiplayer. The fact that we are making the multiplayer combat and not the racing game makes us not to look for any realistic or too much accurate driving systems, but fun ones. Currently we are using physics settings from sample car to tweak around, but it's a nightmare. It would be great if you can confirm if this will work with Photon. Thanks! (Or maybe we can help test it on Photon)...
     
  22. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I didn't use wheel colliders, see the last bullet point in the list of features.

    I don't have any experience with networked gameplay, so I'm not sure how to go about this. I would think that if you can sync rigidibodies over the network, then this can work too. I might try out Photon sometime because it's free, but not before I add some of the simpler features first.
     
  23. Vibs_appit

    Vibs_appit

    Joined:
    Feb 16, 2014
    Posts:
    53
    Nice work on dodging the wheel colliders. They are proving to be absolute disaster. We can sync rigidbodies over the network, so no problem there. I'll talk to my colleagues for buying this. We are a small studio with 4 people working on a game in India right now. Thanks!
     
  24. StephenL

    StephenL

    Joined:
    Oct 18, 2010
    Posts:
    217
    If it helps people out, both RVP and RVP 2.0 work just fine with Photon. It's actually amazingly easy to get it to work online. :)
     
    trhero likes this.
  25. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Thanks for sharing this, but I'm not sure I should remove the statement of it not being tested in multiplayer since I haven't been able to test it myself.
     
  26. Vibs_appit

    Vibs_appit

    Joined:
    Feb 16, 2014
    Posts:
    53
    Hey @StephenL : I would be interested in knowing what kind of latency you get when you sync RVP 2.0 rigidbodies over the network? I am aiming to get 6 vehicles in arena on mobile. Does it seem plausible? Maybe we can have a chat in PM if you have any experience with this. It will help us decide. Thanks!
     
  27. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    I hope the next update will have F1 car physics. This is popular car on racing game :) Thanks
     
  28. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I'll add an F1 car prefab in the next update.
     
  29. StephenL

    StephenL

    Joined:
    Oct 18, 2010
    Posts:
    217
    I was able to get 12 vehicles at once before any noticle latency happened, and it still was more than playable. I manually synced the rigidbodys and wheels and it worked very well. :)
     
    Vibs_appit likes this.
  30. eridani

    eridani

    Joined:
    Aug 30, 2012
    Posts:
    655
    Can the chase cars be made to follow the player vehicle and circle around the player but not actually try to ram the player?
     
  31. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    They can be set to stop after they come within a certain distance, it would require some modifications to circle around instead.
     
  32. eridani

    eridani

    Joined:
    Aug 30, 2012
    Posts:
    655
    Thank you.

    I'm getting a fairly low frame rate with the demo apk on a Galaxy Note 2 (around 15-19 fps)... are there any optimizations I can do to get it running faster on Android?

    Also, adding spawn cars doesn't impact the frame rate at all, until I add around 10 cars... then the frame rate abruptly drops from the above-stated amount to 5 fps with the addition of only a single additional spawn car. Do you know what might cause this?
     
  33. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Try disabling "Generate Hard Collider" on both the Suspension and Wheel components, and disabling the Tire Mark Create scripts on each wheel. There are some garbage collector spikes from the tire marks and the Wheel script.
     
  34. maruska

    maruska

    Joined:
    Jun 1, 2013
    Posts:
    9
    Does RVP 2 support force feedback?

    Just curious. Great looking script!
     
  35. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Thanks, I'm pretty sure that force feedback of any kind requires a plugin, so no it doesn't support it. The only kind of force feedback I've worked with is making Xbox 360 controllers rumble, which required a plugin.

    In other news, I've submitted an update to the asset store for review. Some of the additions include moving suspension parts, the ability to hold both the gas and brake to do burnouts, an F1 car prefab, and a kart prefab. I'll post a more detailed list once it goes live.
     
  36. davbar9

    davbar9

    Joined:
    May 19, 2014
    Posts:
    62
    Hi! RandomationGames
    When do you add Kart prefab?
    I am waiting to buy your asset. =)
    Best Regards!
     
  37. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Read my previous post, it's coming in the next update that I submitted for review yesterday.
     
    davbar9 likes this.
  38. davbar9

    davbar9

    Joined:
    May 19, 2014
    Posts:
    62
    Good =)
    Can you share web player?
     
  39. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I have a webplayer built, but I'm not uploading it until the update is released. I don't want people to buy it because of features exclusive to the new version, only to find they aren't actually available yet.
     
    davbar9 likes this.
  40. davbar9

    davbar9

    Joined:
    May 19, 2014
    Posts:
    62
    Ok thanks. I will buy your asset on 2-3 days. =)
     
  41. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Randomation Vehicle Physics 2.01 has been released with the following changes:
    • Added support for moving suspension parts with the SuspensionPart script.
    • Added "pivot offset" variable to Suspension to offset wheels from their steering pivots.
    • Fixed Suspension's steering range gizmos.
    • AI cars can now reset if they get stuck with “reset reverse count” and “roll reset time” variables.
    • Added auto steer drifting to VehicleAssist.
    • Added ability to do burnouts by holding the gas and brake simultaneously with new burnout variables on VehicleParent.
    • Replaced hardcoded layer numbers with NameToLayer().
    • Fixed caster and camber angle inaccuracies in Wheel.
    • Minor improvement to VehicleBalance to prevent sliding.
    • New scripts MobileInput and MobileInputGet for mobile input, with buttons and accelerometer steering.
    • New PerformanceStats script that shows the framerate.
    • New scene with mobile controls and prefabs.
    • Added F1 car and kart prefabs.
    Here's a video with the new suspension features:



    Only the RWD car, monster truck, and F1 car have suspension parts configured.
     
    Last edited: Apr 14, 2015
  42. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
    Posts:
    536
    Just amazing
     
  43. davbar9

    davbar9

    Joined:
    May 19, 2014
    Posts:
    62
    Awesome Kart And F1. Awesome suspension too. The kart need more speed to do the looping. You will add turbo zones? I will buy it tomorrow =)
     
  44. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    The kart is supposed to be slow, but I might speed it up slightly to make it through the loop.

    I feel like turbo zones are going to add too much bloat to the package, maybe if others request them I'll add them. They should be simple to add in yourself.
     
    davbar9 likes this.
  45. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    Hi RandomationGames,

    I test the new version, and have some problems with this kit !

    1. Wheel position, and rotation look like incorrect when vehicle are flying.

    [​IMG]

    2. When control F1 car, when its have high speed, its will easy to flip. Could you test it again ? I think almost of cars are easy to flip when its have high speed.

    3. Could you make accelerometer steering better than this now. Its look like not smooth when control on mobile devices.

    4. F1 car's wheel physics don't have spring effect. So, i see your F1 car look like not realistic.
    You can view wheel physics of F1 car at this video (Please see from 2:36s):
     
  46. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    1. That was to demonstrate the camber changes as suspension travels. You can tweak the camber curve on suspensions to adjust this.

    2. I might make some adjustments to help the vehicles resist flipping, but for the most part I think they are reasonable. For now you can try either lowering the center of mass with the center of mass offset variable on the VehicleParent script or adjusting the sideways friction curves on wheels to reduce friction when sliding.

    3. I have some ideas for improving accelerometer steering, I still have to try them. I'm thinking of adding the rate of steering change to the steer input to make it feel more responsive.

    4. I'm not sure how the F1 car doesn't have a spring effect, it's pretty clear that the wheels and suspension travel when hitting bumps. The last part of the suspension video I posted shows this.
     
  47. davbar9

    davbar9

    Joined:
    May 19, 2014
    Posts:
    62
    Please people. Request turbo zones. =)
    I am not programmer. I can't do it. =(
    Note: Now I have the asset purchased.
     
    Last edited: Apr 15, 2015
  48. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    Some customers are experiencing issues with the tire shader not working and turning the tires pink on all vehicles. I believe this is because shaders target model 2.0 by default, which doesn't support the necessary texture lookup for deforming the tires. Adding #pragma target 3.0 under the CGPROGRAM in the shader should fix this, since model 3.0 does support it. This will be applied in the next update.
     
    davbar9 likes this.
  49. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
    273
    Thanks for your reply. And i hope you will fix these, and update to new version. I also hope you will add more features and optimize for mobile platforms.
     
    davbar9 likes this.
  50. RandomationGames

    RandomationGames

    Joined:
    Jul 16, 2012
    Posts:
    311
    I'm happy to announce that damage is coming to RVP 2.0 in the near future!

    Web Demo



    This is still a work in progress, I anticipate it being ready sometime in late May. One particular issue I haven't figured out is how to move the anchors of hinge joints, as you will notice that sometimes loose parts appear disconnected when swinging a certain way. I'm open to suggestions.

    In the regular demo I noticed another issue with the tire shader, where certain shadows are being improperly drawn in front of the tire mesh. Opening up the shader and adding addshadow after the vertex:vert should fix this. This will be applied in the next update along with some other minor improvements.
     
    HakJak and davbar9 like this.