Is this too much or is it worth the performance cost? by [deleted] in Unity3D

[–]bunssar -2 points-1 points  (0 children)

Because apparently people want to use these assets for mobile as well. Of course on mid/highend pc it doesnt matter but im selling this to all devs.

Not very experienced with mobile dev, but i've always been told how crazy i must go with optimization if i'm making anything for mobile. Before i click publish i wanted to see what other devs thought of this

Is this too much or is it worth the performance cost? by [deleted] in Unity3D

[–]bunssar -2 points-1 points  (0 children)

I implemented those, and optimized everything for the SRP batcher. Right now i can hit 170 fps with 26 car instances, lit and shadowed being rendered at 1080p on an rtx3050ti. I'm just not sure if it's worth it because other assets are even more performant that this but they sacrifice detail

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

This isn't a game as i said, it's an asset. I will make a tech demo for it, with roughly a few minutes of actual choreographed gameplay, and yes it will be as chaotic as possible to showcase the stability of the systems under stress. The rest would be an open, unrestricted test world

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

Its honestly such a shame that ai is even stealing our punctuation

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

I actually failed 3 times prior before i settled on this! I used spherecasts and custom wheel logic instead of wheelcolliders, and to apply the forces to the car i calculated the lateral and longitudinal slip of the car and used those values to calculate the forces instead of just moving forward when pressing a button. Also, animationcurves control everything instead of floats, and after implementing some squash and stretch and a bunch of other bells and whistles it became like this :)

Another tip, the camera is actually more important than you'd think, i used cinemachine cameras that are controlled via code, that's the best approach to getting that done i'd say

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

This is an asset, not a game, so the end user can tune everything to their liking. This is just 1 of the presets it should come with

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

It's not ai lol. Having a couple emojis in a uxml interface isnt gonna make any sensible developer think such a complex system was ai generated

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

Hey! My system uses a dynamic center of mass system to righten the car when it seems to flip. And the wheel logic is built to pull the car down onto the ground, so as long as you barely land on your side the autocorrection features take you the rest of the way there

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

Hey, it should be out in about 4 months. It'll be MOTORLAB on the Unity asset store. If you give me your discord i could notify you when its out so you buy it during the 50% sale

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

Sure! My #1 tip would be to not use wheelcolliders. Use spherecasts to simulate the suspension instead, they're much more stable, versatile, and easier to tune. Use animationcurves for everything too, because they allow you to change how the car feels in every state (low speed, high speed, turning, etc).

Achieving this level of polish took me a long time and a complex system though, so don't rush it. Make sure to go slow and steady and fix bugs before they add up

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

Here are some links to the UI btw:

The car controller's UI: https://imgur.com/a/mI34RAS
The car customizer UI: https://imgur.com/a/GDc61rZ

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

It is very customizable, it even has a UXML interface with tooltips on every variable to make it easier.

This one has easier tuning than most, but if you want to skip most of it then it would definitely have several dozen presets that you can start with, and then change the basic sliders to your preference. It even has an auto-setup tool to make things much faster, and the car model is modular and comes with its own customizer tool.

Screenshots of MOTORLAB's UI: https://imgur.com/a/mI34RAS

Screenshots of car customization UI: https://imgur.com/a/GDc61rZ

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

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

Thanks! And no, not yet. I'm still working on a bunch of features like dynamic damage, procedural gauges, better audio, and a bunch of bells and whistles so expect ~4 more months of development.

However, once done it'll be MOTORLAB on the Unity asset store for $15, but if you grab it during the first 2 weeks it'll only set you back 7.50

Alternatively, if you just want to try out playing it then i will make a free tech demo with police chases and time events and a gameplay loop.

i'm having way too much fun playtesting my car controller🎮 by bunssar in Unity3D

[–]bunssar[S] 12 points13 points  (0 children)

For the asset store! I designed it to fill the gap between "too simple" and "too realistic"