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Discussion in 'Assets and Asset Store' started by DavidJayIndie, Mar 24, 2020.
Thanks for the update!
how would I make the forward input the Right Trigger on my x-box controller?
Sorry, I'm new to Unity. I wanted to use my new Blender-skills for a car game, and here comes the next challenge. ;-)
I sent you a pm
You can add camera blur
And also the antenna moving? Soft body or something like that from the antenna.
Thanks for creating this asset, I am loving it.
I am having an issue where the car jumps up when it passes over the joint between 2 meshes, even if the 2 meshes are perfectly aligned and level.
Any ideas how to fix this?
Also I noticed above you pm someone about "how would I make the forward input the Right Trigger on my x-box controller?"
I would also like to do this so if you could forward that to me that would be great.
Regarding the xbox controller, the xbox triggers are the 9th and 10th gamepad axis in Unity. You would first need to add them to Unity's input manager, and then change the values accordingly in the "Tiny Car Standard Input" script.
Regarding the jumps when going over two meshes, this is unfortunately a downside of the method used to program this controller. You can try changing the values of the “Default Contact Offset” parameter in the Physics tab of the Project Settings to minimize the effects of “ghost collisions”. Ideally, this controller works best on connected meshes.
Hi, I just purchased this asset because I thought it was cool ,
but i haven't been able to download it. Any idea why?
I have not the slightest idea unfortunately. I hope you've been able to find a solution since, but if not, I'd recommend contacting the unity support.
Hey there, sorry for the lack of response, life has been hectic lately.
I'm still working on Tiny Car Controller, a new update should come in June as a matter of fact, hopefully. It will address some bugs in the current version and add a few new features, including a script to add sound effects, which I've had a lot of demands for. In the meantime, thanks a lot for your support, it means a lot!
Version 1.6 is now available, it adds a script for audio events, and fixes a couple minor bugs. It's not much, but the current system is getting pretty hard to fix and improve, I have to admit.
Eventually I want to add a big new feature though; wheel colliders. I can't say when it's coming, but it's on my backlog.
Do you think it is possible to change the sphere collider with a capsule collider? Sphere collider isn't suitable for most cars and adding a Box Collider to the car doesn't really work well. For example, if I add a Box Collider to the demo scene's Car Controller, I can't move over the bumps or climb the ramp.
Yes, that's an issue with the way this controller is built, and I'm afraid there's no real workaround. A capsule wouldn't work because unlike a sphere, you can't rotate a capsule without changing its bounding box, which the physics in my controller relies on.
However, I've been working on a different controller where each wheel has its own collider, therefore allowing the creation of any wheeled vehicle of any size. It's currently pending review and I unfortunately don't have an ETA at this time, though.
Are the SFX and particles in the demo also available assets somewhere? They feel great with the car/controller.
Unfortunately no, I only made those specifically for the demo scene. I have no plans to make more audio or visual effects at this time.
Aw. That's understandable, but I wasn't actually looking for anything additional; I'd love to use some of what's there as-is, but wasn't sure if it was included in the license for the controller package. Would you consider allowing that, or making a separate agreement about it (perhaps explicitly excluding ongoing support)?
Ah I see! Well, nothing's stopping you from using those assets, they're included in the same license.
Oh lovely! That's what I was wondering (but if it was technically included and not your intent I care about that too). Thanks!
I have two questions:
What are the main differences between Tiny Car Controller and Tiny Car Controller Advance ?
Do cars stick to moving platforms?
Thanks for your answers
Yes, please answer this question. I am interested too in differences.
I've purchased the Advance controller and cannot figure out how to stop the car (or any of the example cars) from spinning. It's almost impossible to drive in a straight line without spinning. How do I fix this? I tried setting the ground friction or the wheel friction to a high value, which helps but messes the braking up.
Any ideas? Thanks.
Hi, I was wondering if there's a trick to getting two input sets working for 2-player local split-screen. If someone has tackled this in the past, I'd love to hear your solution. Thanks in advance for the help!
Any thoughts about integration with Rewired?
where is the keybind script for this car