this is drivin me insane. scaled up everything in the scene 4 times the regular size. the physics are different with these objects but I don't understand why it plays as if timescale was low. the speed is speed = rigidb.velocity.magnitude * 3.6f; it's not the camera and its not low fps has anybody encountered this? editd: okay it seems to be the expected behaviour... (and the speed reading is correct but little for this scale) there's no way around that?
Well, scaling is not a good thing in physics in Unity, specially in vehicle physics. You may need to keep track of a lot of scaled things, for example: Scale the speed meter by 1/4, so the speed value looks realistic to that size. Scale the time by 4 (Time.timeScale = 4) so the cars move 4x times faster. You'll have to deal with similar issues with suspension, engine (it's spinning 4 times slower), and so on. Not to mention the inertias, which are difficult to fine tune correctly and have a direct dependency of the physical dimensions. I'm yet to see a valid reason to scale physics in Unity, so I'd really recommend you to use 1:1 scales.
yeah, it's a tough issue. scaling up time didn't work out, but smaller scale 1.5-2 can be fit to alright. the speed didn't look right to me (when dividing by 4)*, looked faster, but maybe the slowing down effect was playing tricks with how it felt *see the gif. does that vehicle look like going at 25-30, when it shows 100-120? I have a feeling something is going on with fixed update / update /. physic loop cycle added higher motortorque, higher mass ... the reason for me that subjectively the drifting feels better, easier controllable by input than in regular scale gamedev is a rollercoaster sometimes I feel nailed it, sometimes whole thing goes wack now I feel satistied with the result, with a little bit of work on input, brakes can be good http://www.mediafire.com/file/xm9fglv6w3iqwbq/RGScene02c.ZIP/file
I bet you can get the same effect by using 1:1 scale everywhere, then scaling the rigidbody's inertia.
thanks for the tip. you mean inertiaTensor? because I couldn't find a value that wouldn't throw the car up and down with it. anyway I just realized I was using timescale 2 in the demo above, so that means other problems elsewhere as well...