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[RELEASED] Highroad Engine - Arcade Racing solution

Discussion in 'Assets and Asset Store' started by reuno, Jan 19, 2017.

  1. reuno

    reuno

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    @adrog6666 > That's really cool, thanks for sharing this!
     
    adrog6666 likes this.
  2. egem2015

    egem2015

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    Hi Renaud i am excited with declaration that you said is v 2.0 is coming. can you say what this version includes and when it is coming? in a month or a week?

    thanks in advance.

    King Regards.
     
  3. reuno

    reuno

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    @egem2015 > As explained in the FAQ, I don't give ETAs, things get released when they're done and tested.
     
  4. egem2015

    egem2015

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    So i hope till 2021
     
  5. adrog6666

    adrog6666

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    @reuno Is there any plan to add MFI (game controller support) in future updates?
    or would this be an option to add it in future?
    Or does it have it already and I didn't notice it?
    Ive just had a lot of feedback and request for it in my game.
    Thanks.. No big deal, just asking.
     
  6. reuno

    reuno

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    @adrog6666 > I suppose if Unity supports them then they're already supported.
    Controller support is a Unity level thing, I don't plan on changing that.
     
  7. adrog6666

    adrog6666

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    ok, cool thanks.
     
    reuno likes this.
  8. Antonio_Elizio

    Antonio_Elizio

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    when I import the asset into unity 2019.2.5f1, several errors pop out. Any idea of a solution to the problem?
     
  9. reuno

    reuno

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    @Antonio_Elizio > Without knowing what the errors are, it's hard to tell.
    Please use the support form and provide a bit more info, I'll be happy to help.
     
  10. Antonio_Elizio

    Antonio_Elizio

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    Can you send me the link to the form?
     
  11. reuno

    reuno

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  12. DTownTony

    DTownTony

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    @reuno I've been using the asset for a couple weeks now and have modified the settings/code where needed but one thing I can't seem to do is make it easier for the car to roll over in a collision/explosion. No matter what I do, or what force I apply it always remains upright.Is it simply the center of mass setting keeping this from happening or I there something I'm missing?
     
  13. reuno

    reuno

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    @DTownTony > I usually disable the controller for the duration of the roll.
     
  14. DTownTony

    DTownTony

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    @reuno thanks for the quick response! do you just check if the car is on the ground when disabling or is there a better recommendation?
     
  15. reuno

    reuno

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    @DTownTony > There are many ways to do it depending on the result you're after, but usually I just use a coroutine that disables the collider at the start, makes sure the car ends on its wheels at the end (if that's the desired result), and re-enables the collider after that. But you could also check for ground and enable when appropriate.
     
  16. DTownTony

    DTownTony

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    Perfect! Thanks!
     
  17. codedotart

    codedotart

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    Hi @reuno. I just started playing around with the engine. But I am stuck with a simple requirement. I wanted to use a solid car prefab (OffRoadCar) in a completely new scene. In a blank new scene I added a plane which has mesh collider and I added the OffRoadCar prefab.
    When the game starts none of the input works. is there something else I should be adding to this new scene?
     
    Last edited: Mar 30, 2020
  18. reuno

    reuno

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    @codedotart > This is explained in details in the Minimal scene requirements section of the documentation. You'll also find example scenes in the asset, I'd recommend looking at them.
    If you still have questions afterwards, please use the support form, thanks.
     
  19. Amolxd

    Amolxd

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    Is it possible to upload the demo .apk to the play store again? The HTML5 demo on your website can't resemble the feeling of a real native android app
     
  20. reuno

    reuno

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    @Amolxd > I did that yesterday (it got removed because I forgot to provide a privacy policy. The app doesn't collect anything, but rules are rules).
    It's in review but :
    upload_2020-4-2_9-56-0.png
     
  21. Amolxd

    Amolxd

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    Thank you, we also have experienced review times up to 14 days in the last weeks..
    Hope it will be faster in this case
     
    reuno likes this.
  22. MusicaRoca

    MusicaRoca

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    No knowledge I was doing wrong. There are always bugs like this:

    Assets/HighroadEngine/Common/Scripts/Lobby/Photon/PunLobbyManager.cs(8,7): error CS0246: The type or namespace name 'Photon' could not be found (are you missing a using directive or an assembly reference?)

    I tried Photon Bolt FREE. Doesn't work.
     
  23. reuno

    reuno

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    @peter_unity381 > I've never run into this error, nor has it been reported, but it looks like it'd be one for the Photon people, they're the ones who did the integration, I'm sure they'll be able to help you out.
     
  24. MusicaRoca

    MusicaRoca

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    Had the wrong version of Photon installed. thank you
     
    reuno likes this.
  25. transat

    transat

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    @reuno Does the engine work in URP? Merci.

    EDIT: Nevermind. It does work - just needed to change the UI camera from Base to Overlay once a pipeline asset has been enabled.
     
    Last edited: Jul 29, 2020
    reuno likes this.
  26. reuno

    reuno

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    @transat > Yes, and you figured it out :)
     
  27. brettboring

    brettboring

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    Hey reuno, just curious if you have plans to replace the unet example with a mirror one?
     
  28. reuno

    reuno

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    @brettboring > Not at the moment, I'd rather wait for an official Unity solution, if one ever comes.
     
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  29. Zebbi

    Zebbi

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    Would Highroads be a good foundation for a Mario Kart 64-type game? Since that has simple, fixed-rear camera work, arcade physics and waypoint ai, it looks perfect for such a game!
     
  30. reuno

    reuno

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    @Zebbi > Sure, it'd be possible.
     
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  31. olaowo

    olaowo

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    Hi, is the forum still working? Anyway, has anyone tried making the Vehicle Ai smarter. such as manauevirng around a vehicle that is infront of it, not going on a single line towards a waypoint
     
  32. reuno

    reuno

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    @olaowo > Sure, it's quite doable. I'd recommend using raycasts for that.
     
  33. olaowo

    olaowo

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    @reuno thanks for replying. I tried that but am seem to be to not getting it right the cars turns to sharp and end up doing a u-turn 20 percents of the time, making them slower. Do you have a draft?
     
  34. reuno

    reuno

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    @olaowo > No, I don't. I can add an example of that to the todo list if you'd like. If more people request it, it'll make it into a release.
     
  35. Geoffc

    Geoffc

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    I think this is important. AI driving around from point to point not being able to overtake a player if they are in front of them makes for less challenging gameplay.
     
  36. Zebbi

    Zebbi

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    Yeah, it would be great if cars could do basic AI, it would be similar to arcade racers that have the basics to make it more challenging.
     
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  37. trueicecold

    trueicecold

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    Hello, how accurate is physics between cars?
    I would like to "record" a gameplay of a user, playing it again and again (like ghost race).
    Can I be sure it will play it the same each and every time?
     
  38. reuno

    reuno

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    @trueicecold > It's regular Unity physics, so it'd really depend on how you "record" and "play".
     
  39. trueicecold

    trueicecold

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    I was thinking of logging frame numbers since the match starts, like "gas(100,230)" means the player pressed the gas button from frame 100 to frame 230 and released it etc...

    Will this result in an accurate recording considering car drift, turning, and all features this asset provides?
    Is there a way to mimic controls using code at all for this asset?
     
  40. reuno

    reuno

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    @trueicecold > Unfortunately Unity physics are not deterministic, this approach won't work. You could store positions and replay them maybe.
     
  41. MastermindInteractive

    MastermindInteractive

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    Hi, I've looked through the documentation and code but I'm not sure where to find out how the JumpBoost and SpeedBoost works. I'm trying to create ramps but the second the car goes off the ground the acceleration stops, which is realistic but not very arcade-like. Is it possible to continue the acceleration while in the air so that the car doesn't just slow to a stop after you jump a ramp? Thanks in advance.
     
  42. reuno

    reuno

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    @MastermindInteractive > The acceleration will happen as long as the vehicle is in the acceleration zone that provides the boost, whether it's grounded or not.
     
  43. MastermindInteractive

    MastermindInteractive

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    Thank you for the reply. What I'm saying is that once you exit that acceleration zone, if you are still in the air, acceleration stops and you float to the ground and you can't accelerate until you touch the ground. This is realistic but it's not "arcade-like" you expect to hit a ramp and continue accelerating until you hit the ground and then continue accelerating. I tried editing the wheel behavior to not stop acceleration when you are not grounded but I had unintended side-effects and felt that there must be a better way.
     
  44. reuno

    reuno

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    @MastermindInteractive > Ah I see. Acceleration is only applied while in the zone. One solution would be to modify your zone so that it extends in the air. Alternatively you could extend the base controller to have it store acceleration on exit and have it keep applying it even after exiting the zone.
     
  45. Artline

    Artline

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    Hi.
    Everything was working fine until I wanted to compile. I noticed that I did not have the Web GL module installed. I closed the project, installed the Web GL module. I opened the project, and when I changed the build method to Web GL, I got a lot of errors that I don't know how to solve. I read that changing to .Net 4x solved some error, but it is not the case. Please does anyone know how to fix it?
    Thank you.
     
  46. reuno

    reuno

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    @Artline > These are PUN related errors. I'd recommend reading the PUN Networking Integration Readme.txt file at the root of the asset. Please don't hesitate to use the support form if your issue persists.
     
  47. Rzeznik

    Rzeznik

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    Hey @reuno,

    Is there any update around the corner? I would appreciate removing UNet, which is no longer supported. To run this asset on Unity > 2019.4 one must remove the whole multiplayer code (UNet, PUN - everything).
     
  48. reuno

    reuno

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  49. Rzeznik

    Rzeznik

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    Thank you @reuno! you are awesome!
     
    reuno likes this.
  50. Guizmostar

    Guizmostar

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    Hello @reuno!
    I have bought your asset and I am testing it. At the moment I think it's a great thing and I'm delighted with how well everything works.
    But I have a couple of doubts. I would like to put the position of the player and the current lap instead of showing the list with all the cars.
    How can I get that data in real time?
    Greetings and happy new year.