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[v2.0 BETA] Racing Game Starter Kit - Easily create racing games!

Discussion in 'Assets and Asset Store' started by Ian094, Jun 30, 2015.

  1. Tzach10

    Tzach10

    Joined:
    May 3, 2018
    Posts:
    3
    Hello, I'm trying to reduce the vehicle speed after the race is finished but so far no success.
    Any ideas of how to do that using the existing parameters?
     
  2. Ian094

    Ian094

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    Hi,

    One way to achieve this is by limiting the velocity of the rigidbody once the race is finished.

    Create a new script and attach it to the vehicle prefabs:

    Code (CSharp):
    1. public float speed; //The speed limit (in KPH)
    2. private Statistics statistics;
    3. private Rigidbody rigid;
    4.  
    5. void Start()
    6. {
    7.     statistics = GetComponent<Statistics>();
    8.     rigid = GetComponent<Rigidbody>();
    9. }
    10.  
    11. void FixedUpdate()
    12. {
    13.     if(statistics.finishedRace)
    14.     {
    15.         rigid.velocity = (speed / 3.6f) * rigid.velocity.normalized;
    16.     }
    17. }
     
  3. Tzach10

    Tzach10

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    thank you :)
     
  4. marcell123455

    marcell123455

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    Jun 18, 2014
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    May is almost over sooooo, what's the current state ^^ ?
     
  5. JamesArndt

    JamesArndt

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    2,675
    I was just going to ask about this. So we should be looking at a V2 release very soon by this point?
     
  6. Ian094

    Ian094

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    Hello,

    The development of v2.0 is currently on hold.

    I will post any updates when I am ready to do so.

    Thanks.
     
    JamesArndt likes this.
  7. cygnusprojects

    cygnusprojects

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    Mar 13, 2011
    Posts:
    659
    Such things do happen, is there a possibility you make a new beta available though? This would be a great help for me and others as I can code myself the most essential parts needed for my game using your code as framework/baseline. Thanks for considering!
     
  8. Emile97

    Emile97

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    May 28, 2017
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    Same here.... Been waiting for too long already
     
    JamesArndt likes this.
  9. JamesArndt

    JamesArndt

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    Agreed. I think it would be very helpful to get access to the latest beta package file and be able to work with what's already done and there. Is anything broken in the beta that it could not be used today?
     
  10. Emile97

    Emile97

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    We can try fixing some bugs by ourselves. Just publish that unfinished beta please. It will help a lot, especially for us who have been waiting since Feb 2018
     
  11. magique

    magique

    Joined:
    May 2, 2014
    Posts:
    3,638
    I really love the Racing Game Starter Kit, but if anyone here is waiting for it to be done soon, you should consider moving on. At least until it's actually released. I was developing a game on the released version a while back and had some conversations with the author. Here is what he told me in a PM on Jan 6,2017:

    "I'm still working on v2.0 and can't quite release a beta just yet. I'm confident that I'll be able to release a beta (and/or submit to the asset store) within the next couple of days. I have a few more features to work on and test before this version can be ready." (emphasis added)

    That was two and a half years ago. Just let that sink in.
     
  12. JamesArndt

    JamesArndt

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    At this point V2 should most likely be considered abandoned. It's pretty much been declared to be indefinitely on hold. I really feel like revisiting V1, improving it's performance, doing bugfixes to it would have been the best approach. It would have given us a more robust and proven tool for a racing game template. It's not bad as is, just needs some loving and improvement and it would be absolutely stellar!
     
    marcell123455 and Emile97 like this.
  13. unity_tjljrKMkyOuiQA

    unity_tjljrKMkyOuiQA

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    Jun 8, 2019
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    Hello! Is it possible to change ingame text?
    I want to translate some words (lap, position, etc.) in russian
     
  14. Ian094

    Ian094

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    Hi Everyone,

    Sorry for being so inactive on the forums lately.

    The beta version that I have been working on is in a bad state and cannot be released as is. The latest beta release was in May 2018 - there were several missing features and a few bugs with that release (mainly an issue regarding how distance along the spline is calculated).

    Developing v2.0 has caused quite a lot of pressure and anxiety in me, which has affected its development in an unpleasant way. I feel that I need to put my focus on other projects for a while in-order to grow as a developer and be able deliver a better update. This is why I've put development on hold.

    The 2.0 update is not abandoned, we just wont see it as soon as we would all wish to.

    Thanks.
     
    HakJak likes this.
  15. Ian094

    Ian094

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  16. jaberwocky

    jaberwocky

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    It is a shame, of course but "stuff" happens. It is better to know than to wait for a release that is "about" to happen. Personally, I will go back and look and see if I can squeeze enough out of Beta2 for a decent release - at least on itch.io.
     
    JamesArndt likes this.
  17. facundogalella

    facundogalella

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    Mar 5, 2016
    Posts:
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    I already started to use the beta a couple of weeks ago. As are point to point races I haven't troubles with the most famous bug.

    Anyway I have a question: I would like 'attach' a ai car prefab with a ai name. IE, I would like that the car called 'lexus' always be used by the IA driver called 'Ryan': I can't found the way to do it at the moment with the beta, without code it by myself.

    And if the player choose this car, I don't like to see the IA called 'Ryan' racing (like in the real life, just one car of each prefab).

    If anyone made something like this can you give me an idea perhaps? thanks!
     
  18. Ian094

    Ian094

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    If I understand correctly, then this post should help:

    https://forum.unity.com/threads/v2-...eate-racing-games.337366/page-35#post-3578422
     
  19. facundogalella

    facundogalella

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  20. ZSX01

    ZSX01

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    May 31, 2018
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    Hi all
    I need add RCC drift support and correct RCCControllerV3.cs as indicated in the documentation. (RCC3.1f version)
    What could be the problem?
     

    Attached Files:

  21. Ian094

    Ian094

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    Add the RGSK namespace to the script.
    Code (CSharp):
    1. using RGSK;
     
  22. ZSX01

    ZSX01

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    May 31, 2018
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    RCC_CarControllerV3.cs (1475.3): error CS1525: Unexpected symbol `GetComponent '

    Need to add something else. Thanks for the help.
     
  23. facundogalella

    facundogalella

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  24. Ian094

    Ian094

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    Yes, is that the version you were referring to?
     
  25. Ian094

    Ian094

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    PM me the script and I will fix it for you.
     
  26. facundogalella

    facundogalella

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    Yes, but I don't found this parts. I find a scriptable called 'AI details', I can load in AI settings tab, but the drivers of this scriptable are randomly mixed with the AI vehicle prefabs of the scene
     
  27. Ian094

    Ian094

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    You must be using the older version of the beta (first release).

    Check your PMs for an update.
     
  28. facundogalella

    facundogalella

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    That's right. Now I understand why the other users of the asset are having a different UI...

    Is strange because I remember been tried the latest release, but seems that I removed from my PC.

    I updated my game with the new asset, I'll try to adapt the menu of first release (I don't know if someone try to make this previously), but the menu of first release looks nice for me.

    Anyway, the problem of the names and other minor bugs were fixed.
     
    Ian094 likes this.
  29. mohammadaliaslam820

    mohammadaliaslam820

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    Jul 30, 2019
    Posts:
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    Hey I need help i add Edy car physics but after adding that my Mobile controler not Working how can i configure Mobile controllerr using Edy Intergration..
     
  30. Ian094

    Ian094

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    The mobile integration was never included in v1.1.0. However, it is available.
     
  31. Emile97

    Emile97

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    May 28, 2017
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    Eu... About the current version of of rgsk (the one on the asset store) how easy s it to extract only the ai? Like is your ai script dependent on many other elements or just connects to the physics?
    is there some dependancies I need to be aware of before starting?
     
  32. Ian094

    Ian094

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    Hi,

    The AI are heavily coupled to the race system in v1.1.0, so extracting only the AI isn't something that would just work unfortunately.
     
  33. facundogalella

    facundogalella

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    Hi!, I was wondering if not exist a sort of template of menus for beta 2, at least something basic with the most important of the code (obviously, if could be will something like the menu of 2.0 beta 1 would be great).

    I read some tips to do it in previous pages but I'm not a programmer and this will take a bit of time for me, especially the post-race menu. The pre-menu race I think I could do it fighting a bit.
     
    Track505 likes this.
  34. marcell123455

    marcell123455

    Joined:
    Jun 18, 2014
    Posts:
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    @lan094

    Hi, just wanted to ask again what's the current state. What's the state of the ai and racing types.
    No pressure, I'm just interested :)

    Thanks
     
  35. Ian094

    Ian094

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    Hi,

    The AI system is being rewritten. I'm trying to avoid the design flaws of the previous one, while making it much better than before. Their current state is a bit rough, but I'm on the right track.

    The race types are stored as scriptable objects and loaded at runtime - they are not hard coded like before. This makes it easier to create custom race types on top of the ones that come out of the box:

    - Circuit
    - Lap KO
    - Point to Point
    - Checkpoint
    - Speed Trap
    - Elimination
    - Endurance
    - Drift
    - Drag
    - Time Attack
    - Time Trial

    The overall status of the update is still very much a work in progress.
     
    marcell123455 and Lars-Steenhoff like this.
  36. matidzeramz

    matidzeramz

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    Oct 5, 2016
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    how about posting a showcase of the wip?
     
  37. Ian094

    Ian094

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    I'll be sure to post a showcase of what I have been working on.

    Stay tuned.
     
  38. sonicviz

    sonicviz

    Joined:
    May 19, 2009
    Posts:
    1,027
    Hi,
    I'm interested in this kit for prototyping.

    If I buy it can I get the beta (no matter what state it's in) to check out?

    Ty.
     
    Last edited: Oct 16, 2019
  39. Ian094

    Ian094

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    Hi,

    Thanks for your interest in RGSK.

    You can get access to the latest "stable" beta version. What I am working on currently is not necessarily in a functional state and wont be available until it is.
     
    JamesArndt likes this.
  40. sonicviz

    sonicviz

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    May 19, 2009
    Posts:
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    OK, thanks. I'll pass then, but will keep an eye on it.
    If anything I'd suggest keeping it modular and not locked to any demo content you create, as is the problem with some other kits.
     
  41. dohaiha930

    dohaiha930

    Joined:
    Mar 27, 2018
    Posts:
    41
    @Ian094 : Try to enter your site and it's said:
    Code (CSharp):
    1. This site can’t be reached
     
  42. Ian094

    Ian094

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    Hi,

    Yeah, the site has been down for a while. I'll work on getting it back up soon.

    If you would like access to the beta, send me a PM.

    Thanks.
     
  43. ThePedestrian

    ThePedestrian

    Joined:
    Oct 21, 2019
    Posts:
    1
    Hi,
    Can you please provide a link to assets cars that can be purchased that are compatible with RGSK? The 3D Autosports asset is unavailable.
    Thanks!
     
  44. Ian094

    Ian094

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    Hi,

    Any car model can work with RGSK provided that the wheel meshes are separated.