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[RELEASED] Car Builder Sandbox

Discussion in 'Assets and Asset Store' started by bcman, Jun 7, 2021.

  1. bcman

    bcman

    Joined:
    Feb 9, 2013
    Posts:
    139
    Car Builder Sandbox

    Before any words watch short trailer this asset.




    AssetStore download link


    Hello auto enthusiasts!
    Just imagine - in less than one minute you can create a realistic, physically accurate car with unique settings from any of your 3d models!
    You can do this without using coding at all, but only moving the sliders of the settings screens.
    Just import 3d model of the car to Unity, tune it by this asset and export to your project!
    It can be any kind of car, from a go kart to a monster truck. In any style and any graphics detalization.
    You can fine-tune, immediately test and get a realistic physical model of the vehicle's behavior for any of your goals and projects.
    This asset is some kind of sandbox for the auto enthusiast.
    During the setup process, you can tune up:
    • engine parameters
    • type of drivetrain
    • brake efficiency and bias
    • suspension parameters
    • aerodynamics
    • camber
    • tire pressure
    • electronic assistants
    • and other parameters
    This should be enough to recreate the behavior of almost any real-life car or abstract car from your project.

    As a man who got some race practice I've tried to recreate of realistic behavior of real car when it's cornering, slides and lose controls when lost grip.
    All my racing experience included in this package.
    Not only mathematical knowledge, but the thrill of 'feeling of car' and the behavior of vehicle in various situations.

    I conceived this asset as a quick way to create various physically correct models of vehicles and immediately test them in action, without spending a hours changing code, variables, finding 'right' values, adding new functions and so on...













    I wish to improve my project more and more, so wait for suggestions.
    Ask anything :)

    P.S. there is
    link to demo scene to feel drive experience. But there is no customization process because it's based on save settings in .JSON file and load it with new scene. This procedure is not possible with webGL. But you might test physics of vehicle.
     
    Last edited: Aug 19, 2021
  2. Vancete

    Vancete

    Joined:
    May 3, 2010
    Posts:
    198
    Any demo available?
     
  3. bcman

    bcman

    Joined:
    Feb 9, 2013
    Posts:
    139
    I've tried but car's settings based on save to .JSON file and this feature doesn't work with WebGL.
    So, all I can do is post demo with test drive scene without customize process ;(

    It's link to WebGl demo of driftcar
    https://testifttt.000webhostapp.com/CBS/index.html
     
    Last edited: Jun 8, 2021
  4. madcowie

    madcowie

    Joined:
    Aug 11, 2014
    Posts:
    20
    Your demo link doesn't work. "Times Out". But shouldn't be an issue anyway as you say you have sliders to users could adjust it on a demo. Your video doesn't really demonstrate enough either other than sliding around and hitting some cones. So Ive made over 20 racing games in the last 5 years, my last 5 racing games being on xbox. My racing games are generally on short UK oval tracks. What feels good on a short oval certainly doesn't feel good on a big track like for example Donington Park. Sorry hope this doesn't sound like a moan. Trying to be constructive. I will keep following this post.
     
  5. bcman

    bcman

    Joined:
    Feb 9, 2013
    Posts:
    139
    upload_2021-6-12_4-28-37.png
    Demo is working in Chrome and Edge... tested it right now two times.

    As for me I think physics is absolute.
    It can't work well on small polygon but same time being bad on track.
    If it is it means it's not good physics but just a quite roughly adjusted parameters.
    I've began from testing physics on self made Tsukuba track comparing with two AAA games on xBox and PS4 to get very similar results. And I've got it as I think :) The same time, same speeding, same accel/braking points, same best trajectories, the same driving experience.
    I agree if you making a game about goKarts your settings and 'your Physics' is not good for game about bigFoots. It will work but sometimes in strange ways because of weight and friction most of all. But I've tried to count that factors in my asset. That's why I don't promise vehicles more than 4 tons or more than 1050HP.
    Yes, it's possible and it will ride but not sure the result will be quite realistic.

    As for Tsukuba track I planed to add it in this asset too.
    But it will take a lot of time to make this track with same quality as a car. I need months to make it really good looking... but I will :) and add track in demo and new video.
    Thank you.
     
    Last edited: Jun 12, 2021
  6. madcowie

    madcowie

    Joined:
    Aug 11, 2014
    Posts:
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    Just tried, Edge "
    Hmmm… can't reach this page
    testifttt.000webhostapp.com took too long to respond" Sounds good about Tsukuba. I shall wait till you get that far. I use to make race tracks for a living so ive done a few!!!!!!!! :)
     
  7. bcman

    bcman

    Joined:
    Feb 9, 2013
    Posts:
    139
    Okay, I'll try to find another files hosting service with better ping/bandwidth. I knew my is slow enough but I never thought it's so slow and can't be loaded at all... :(
     
  8. AngelBeatsZzz

    AngelBeatsZzz

    Joined:
    Nov 24, 2017
    Posts:
    239
    Hi, I like this project, I have a few questions.

    1. I didn't find the brake key when I was playing Demo. Is there a brake key?

    2. The car in the Demo scene feels bad to handle. It is too heavy. After the car drifts, it is almost impossible to straighten the car. Eventually it will draw a half circle. It would be great if you can provide a normal drift car in the Demo scene.

    3. The concept of the project is very good, but it looks very inconvenient. From the video, it seems that if you want to modify a certain parameter of the car, you need to back several times to find the parameter, then modify it and jump back to the game scene, this process seems straightforward, but requires multiple operations. Most of the car control systems can modified in the Unity Editor Inspector at runtime, which is very convenient and does not need to switch scenes back and forth.
     
  9. bcman

    bcman

    Joined:
    Feb 9, 2013
    Posts:
    139
    Hi there, AngelBeatsZzz.

    1. Brake is 'S' and 'arrow down', in case of zero speed same keys is for rear driving.

    2. The G35 is not good for drift. I am and all other world agree with you :) too heavy. But this asset is not about drift, it's not about even G35. I've made G35 because I drove it 7 years and know every moment of behavior of this vehicle in common life and amateur racing situations.
    This asset is about quick and fine tune of any kind of 4 wheels vehicle. And G35 is just example of my choose. It might be any car you want in your own project.
    The second reason it drifts not so good it's in 'keyboard' mode(for most users). To make better controlling it should be switch during customize to 'steering wheel/joystick' mode and use a steering wheel/joystick as controller of course :)

    3. There is few reasons for that.
    If you remember the values you changes in 'play mode' is disappeared when you switch back to 'scene mode'. That's why I need to reload scenes to save your settings and then test saved parameters.
    Honestly, this is not the only one reason. For example if you touch suspension settings in real time in 50% your car will lunch into space and it will be like 'obvious bug' for a user. And I mean not set up crazy suspension settings but just touch it...
     
    AngelBeatsZzz likes this.
  10. AngelBeatsZzz

    AngelBeatsZzz

    Joined:
    Nov 24, 2017
    Posts:
    239
    2. When I tested the demo, I found that the car was difficult to control, and I couldn't modify the parameters of the car in the demo, so I don't know if this plug-in is suitable for me unless I buy it. I think It would be better if you provide multiple types of cars in the Demo for testing. Just a suggestion.
     
  11. bcman

    bcman

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    Feb 9, 2013
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    This asset is not arcade style controls. It's more like simulator.
    Any car is really difficult to handle when you pushed pedal to metal. I mean it's not possible to control car when you use full throttle all the time and moving the steering wheel from maximum left position and maximum right position.
    For better handling just try joystick and press throttle to 30-50%(as you doing in real life) and smoothly use steering wheel(stick). The car will be fully controlled in that case.
    If you want 'race experience' with 100% throttle it's a real challenge. You need practice a lot before perform good drift or effective cornering with no slip or losing a car with oversteer.
    Maybe I needed to explain it before - it's asset is about hardcore physics and controls :) my fault.
     
    AngelBeatsZzz likes this.
  12. SpookyCat

    SpookyCat

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    Jan 25, 2010
    Posts:
    3,690
    Can you make the demo support XBox controller so throttle and brake are on the triggers, at the moment its on just one stick for throttle and steer, so if you steer full left you cant accelerate which really is bad if you are trying to show of the physics. Even keys support would be better than all on one stick.
     
  13. bcman

    bcman

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    Last edited: Jun 15, 2021
  14. SpookyCat

    SpookyCat

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    Thanks for the fix, the throttle trigger works but brake doesnt for some reason. Also it just steers to the right all by its self sometimes, if I just tap a small amount on the steering stick the car fulls right lock.
     
  15. bcman

    bcman

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    Feb 9, 2013
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    Oh... Okay, I'll hardcode all joystick buttons for WebGL version soon. Sorry about that, have no idea why it happens. I've tested PC version with 2 xBox joystic(original and china) and Steering Wheel Logitech and Artplay - it's works fine with pedals and without.
    UPD. Now right trigger is for acceleration, left is for braking, right stick for steering.
     
    Last edited: Jun 15, 2021
  16. Davidbillmanoy

    Davidbillmanoy

    Joined:
    Jul 7, 2014
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    119
    Is this asset realistic car simulator just like Gran Turismo/Forza?

    Does this car controller feel like Forza?
     
  17. Abdulmajeed01

    Abdulmajeed01

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    Aug 11, 2020
    Posts:
    19
    Hello,
    Does it have mobile controller? and network integration?
     
  18. bcman

    bcman

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    Feb 9, 2013
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    Hello, Davidbillmanoy.
    I was inspired of Forza Motorsport 4 most of all and tried to make it feels like Forza.
    Check the demo with joystick/steering wheel and you find answer for yourself.

    Hi, Abdulmajeed01.
    Well... this asset should setup your model of 3d vehicle for your project.
    So, the controls, the network is on your side because everyone got different ideas of best racing game in world :)
    This asset imports 3d model, then you setup the behavior you want to see in your project, tune it and then export it to your project.
    You might use this asset as skeleton of your future project but there is no any sense in that...
    Isn't it much easier to made a own project and just import ready to go car into it, instead of rework someone's asset to make a game from it?
     
  19. Davidbillmanoy

    Davidbillmanoy

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    Jul 7, 2014
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    Is there AI here in CBS(Car Builder Sandbox)?
     
  20. bcman

    bcman

    Joined:
    Feb 9, 2013
    Posts:
    139
    Hello, Davidbillmanoy.
    No, there is no AI.
    This asset dedicated to vehicle's physics. The point of asset is quickly find best physics setup of vehicle for your projects.
     
    alienorbit likes this.
  21. alienorbit

    alienorbit

    Joined:
    May 1, 2013
    Posts:
    15
    Hi all - is there any support still for this asset?