Hello everyone. Does anyone have experience on creating skiing physics? I'm currently working on a training scenario for a ski-chair, but having problem on creating a believable skiing experience. The purpose this game is to help player to get use to the ski-chair control and have a good idea how should they handle different terrain when they are on the actual ski-chair. And since it is a ski-chair, it drives more like a vehicle, the only control available to the player would be adjusting the ski angles. i.e. no jump-turn, no leaning steer, etc. For that reason, the game doesn't need to 100% physically accurate, but still need to be able to present most of the basic physics attributes of a ski chair. My first attempt was to use a car prefab to fake the skiing physics by taking out the engine, adding braking force when the ski is in "/ \"(pizza) shape, lower braking force when the ski is in "| |"(french fries) shape etc. The result was not great, but acceptable back then. And as the project moved on, we migrated from Unity 4 to Unity 5, which drastically changed the physics properties, and the old settings are no longer usable. So I took that chance to try to create my own skiing controller script. But since I only skied for a couple of times in my life and most of my physics knowledge were gone with the years, I was struggling on this task. So this is what I did: Setup the physical material of the ski so it has really low dynamic friction, so the ski-chair will now slide down the slope due to gravity. And then I separate the gravity force into different forward and side-way components, so I can apply higher drag on side-way component to make the ski-chair doesn't slide side-way too much. That's the basic part for the ski-movement, pretty straight forward, but what's been bothering me a lot is the steering part. There are so many different factor that affect the steering, here are the ones that I came up with (probably not correct): The ski angles (they have different turning radius depends on the current ski condition, i.e. pizza, french fries) Current velocity of the ski-chair, i.e. ski-chair in stationary shouldn't be able to turn, higher speed should result in lower steering efficiency Local Slope Fall-line Slope Fall-line Direction, i.e. when the ski-chair is running down hill without active steering, the ski-chair should steer itself towards the direction of the Fall-line I calculate the steering force base on above factors and a bunch of magic numbers and then apply them by AddRelativeTorque(). This is where I'm currently at: The result is acceptable, but the steering still feels a little bit off. I'm wondering if I missed any important factors, or is there a better way to implement a skiing physics. Any help or advice would be greatly appreciated.
Hi and sorry for getting this thread out of the past but im trying to do a little ski game but i have very little experience in all this I already manage to make my player go forward when i press up and to add drag while i press down and also to rotate according to his local Y axis in order to turn BUT here comes my problem i have been searching for a few days but i can't find a way to restrict the players movement to his local Z axis so that when i rotate him using the left and right arrows he will then go in the right direction this would also limit his sliding down the slope to his local axis Z ! i found the freeze position but it is regarding the world space and not the self space thanks in advance and I find this game amazing for the time it was published !!