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Upcoming Asset: eDWS Double Wishbone Setup / Suspension Movement - Fast, efficient, pre-calculated.

Discussion in 'Works In Progress - Archive' started by Dennis_eA, Sep 17, 2015.

  1. Dennis_eA

    Dennis_eA

    Joined:
    Jan 17, 2011
    Posts:
    375
    blabla .. show me the demo!

    Hi there, ;)

    when using the Unity Wheel Colliders, the suspension movement is basically limited to the local Y-axis of each wheel, like a rigid axle - but broken in the middle. There is no camber, caster, [insert a lot of technical terms here].. When used for a usual, common car this is not really a problem - the car body covers the wheels, the movement of each wheel (suspension travel) is indeed limited and more or less stiff.

    But for a buggy-like vehicle (or other open wheel race cars) this is a not a nice solution. A double wishbone suspension (mostly used here) affects each wheel separately. Suspension distance, body roll, jumps.. without a common car body covering the wheels, you can see an open chassis - and how it's linked together, moving and twisting.
    .

    Depending on the given geometry of each axle and the local Y-position of each wheel, my first approach was a script which calculates a mathematical approximation in realtime, but (including Mathf.Lerp-s etc.) this was too slow and and could be unstable. jitter jitter ..No, please.

    Now, I came up with a solution and it works great, stable and efficient.
    After modifying my first approach into a kind of setup-mode/scene, this little tool is now able to pre-calculate any double wishbone geometry and store it inside only two AnimationCurves (per axle). Evaluating AnimationCurves is easy, and it's fast. This + just a few lines of codes is then needed for final implementation.
    Each wishbone / link you can see (bright red) has a fixed length. On pre-calculation these values were shown and later the links were modeled with these given, exact measurements. There is no further tweaking, no 'hacks' :eek:

    Please try my demo, share your thoughts and wishes! :cool: :rolleyes: Thank you!

    I am planning to release this as an Unity Asset. Around 30 USD.​
    - My solution is not limited to be used with WheelColliders. It is dependent solely on the wheel's local Y-position.

    - please keep in mind, this is work in progress. More features will be added. (example: visible, moving springs / shock absorbers)


    Please feel free to tell me, if you would be interested in such an asset.
    If there is a reasonable interest, this would be available in about 2-3 weeks​
     
    Last edited: Sep 19, 2015
    hamyshank and Ony like this.
  2. Dennis_eA

    Dennis_eA

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    No one? :confused: Didn't expect that.
     
  3. Ony

    Ony

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    1,973
    As a long time car\racing game fan one of my wishlist projects has always been... a driving\racing game. Any extra assets that might eventually tip me over he edge and get me started on that goal are more than welcome. Nice job. :)
     
  4. Dennis_eA

    Dennis_eA

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    Thank you Ony :) this is still a prototype and still on my list, my hope is to get a bit more feedback / responses for this project :confused:
     
    Ony likes this.
  5. Deleted User

    Deleted User

    Guest

    Looks nice, when will it be released?
     
  6. iansnyder

    iansnyder

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    Dec 22, 2012
    Posts:
    27
    Very interested in this, but for the demo I'd love to be able to drive it around and playtest on a Unity Terrain and have some other objects thrown in for testing.
     
  7. Dennis_eA

    Dennis_eA

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    Yay, thanks for the interest and likes so far.
    Ian I answered your PM,sorry for the delay I'm not checking the forums every day :)

    by now I am checking how everything could be optimized and kept as accessible as possible. But I can not guarantee when this leads me to something *finished* and a beta or release @TiToMoskito @iansnyder
     
  8. NWHCoding

    NWHCoding

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    How well does this work with Unity wheelcolliders?
     
  9. Dennis_eA

    Dennis_eA

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    Hey iiblackbird, good! :)
    The Demo scene uses wheel colliders
     
  10. hamyshank

    hamyshank

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    Jan 31, 2013
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    looks like you've got quite a few folks interested

    how are things going? any eta on release? :)
     
  11. Dennis_eA

    Dennis_eA

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    I have a hard time finding the right features and limitations for this. I have the feeling that most of the people who would buy this asset would like a drag-in-scene'n'play solution. :/

    Another idea is, to provide pre made chassis configurations and also, document everything very well - and adding a tutorial or how-to-make-your-own - doc.
     
  12. hamyshank

    hamyshank

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    Good ideas so far. :)
    What about attaching a "blank" suspension component to the vehicle's main game object. Then just have the user assign each part to its matching field. And then maybe a few fields for the limits? I'm assuming each wheel would at least need an upper and lower arm like in your demo? Then maybe have a way to add extra parts?
    Then have a demo scene to give an example of a prefab ready to go.
     
  13. Dennis_eA

    Dennis_eA

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    I get your point hamyshank.

    In the end it should work - out of the box Of Course, otherwise I don't think it's not Asset Store-worthy ;-)
    Give me a few weeks, please. I started with it (game) after posting this (thread) in September and didn't know if it would be worth the work :/
     
  14. wwg

    wwg

    Joined:
    Apr 2, 2014
    Posts:
    130
    Hi Dennis_eA,
    Any updates on this? I'm interested in some code like this...even if its not "Asset Store-worthy". :)

    Thanks!