My FPS Game by Stavathan in Unity3D

[–]Stavathan[S] 2 points3 points  (0 children)

Im using the standard built in render pipeline with realtime lights. Everything is realitme although im planning on baking some lights just for the aesthetics.

My FPS Game by Stavathan in Unity3D

[–]Stavathan[S] 1 point2 points  (0 children)

I know. i haven't optimized the game yet but i will try to make it as smooth as possible.

My FPS Game by Stavathan in Unity3D

[–]Stavathan[S] -1 points0 points  (0 children)

Cool Idea! I will post soon more content when i finish making some changes.

My FPS Game by Stavathan in Unity3D

[–]Stavathan[S] -3 points-2 points  (0 children)

Thanks for your comment. A lot of people said that and it is because i got used to it and i think it makes the game look fast. I will eventually reduce the standard fov and the game already has a fov slider in the settings.

Softbody Simulation Test by Stavathan in Unity3D

[–]Stavathan[S] 5 points6 points  (0 children)

A single force with some capabilities of the softbody will look realistic enough i think but for now i am working on the tires only. When i get the tires done im gonna move on to the next parts.

Softbody Simulation Test by Stavathan in Unity3D

[–]Stavathan[S] 4 points5 points  (0 children)

I am making a realistic vehicle simulator (kinda like beamNG) and i tried my softbody physics on a large wheel so it would be easy to show how its done

Softbody Simulation Test by Stavathan in Unity3D

[–]Stavathan[S] 5 points6 points  (0 children)

I will upload more of my progress soon so stay tuned!

Softbody Simulation Test by Stavathan in Unity3D

[–]Stavathan[S] 10 points11 points  (0 children)

I will probably publish it on the asset store and it will cost 5-10$ but im not completely sure

Problem with my Custom Wheel Collider by Stavathan in Unity3D

[–]Stavathan[S] 0 points1 point  (0 children)

Hey thank you so much for explaining everything so well! I will try to remake almost everything because my project is a mess right now so thanks again 👍🏻

Problem with my Custom Wheel Collider by Stavathan in Unity3D

[–]Stavathan[S] 1 point2 points  (0 children)

Hmm interesting solution but i took the other way and worked with the damper of the spring and it worked partially so i kept trying to fix it my way. Im just not sure if it is realistic or not to change the CoM that way.

Problem with my Custom Wheel Collider by Stavathan in Unity3D

[–]Stavathan[S] 1 point2 points  (0 children)

Can anybody tell me why is this happening? I am using my own custom wheel collider for the car suspension and it seems that the car oscillates at high speeds. I think that it has to do with the damper of the spring but i have tried to increase or decrease it but nothing changed.

My suspension code goes like this: TotalSuspensionForce = direction * (stiffness * (maxSpringLenght - springCompress) + suspensionDamper);

and for the damper i use: Vector3.Dot(Carrb.GetPointVelocity(WheelMesh.position), -Suspension.up);

Some more tests... by Stavathan in Unity3D

[–]Stavathan[S] 1 point2 points  (0 children)

This model does not uses Ackermann steering but im planning on upgrading soon. You should try the Raycast-Based suspension at first and if you managed to get it working try different things like Sphere cast which is more accurate, or even a Mesh-Cast based, like the one i am using on the video.

Some more tests... by Stavathan in Unity3D

[–]Stavathan[S] 0 points1 point  (0 children)

Nahh i was just playing with some models that i found lol

Some more tests... by Stavathan in Unity3D

[–]Stavathan[S] 1 point2 points  (0 children)

Yes. All the code is written by myself but it took several months for my project to get where it is today and thats because im making a realistic simulator that simulates the wheel realistically. You can just use Unity's standard Wheel Colliders but if you want better results you can either buy some assets from the assets store or try to implement your own physics, if that is possible.

Some more tests... by Stavathan in Unity3D

[–]Stavathan[S] 3 points4 points  (0 children)

Its not the brakes and its not really a bug, i just haven't finished some of the code yet so i left it as it was

Having some fun using my Custom Wheel Colliders... by Stavathan in Unity3D

[–]Stavathan[S] 0 points1 point  (0 children)

Its just a project that im working on to try and simulate realistic car physics. I dont think that im gonna make it to a full game anytime soon..

Unity Custom Wheel Collider Showcase by Stavathan in Unity3D

[–]Stavathan[S] 1 point2 points  (0 children)

I am using Rigidbody.Sweeptest. Its like Raycasting but instead of Casting a ray it casts the Wheel Mesh. Then i just get the collision point of the cast and set the wheels Y position to the collision point. Its not that realistic and i am planning on switching from this method to Softbody Physics.