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https://sergeymakeev.com/pbr/view.html
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Arcade Car Physics - Vehicle Simulation for Unity3D
License: MIT License
This demo isn't running on my PC. It says that the app cannot be opened on this PC, so on what platforms can I actually run this game on?
Terrain's material was not show in my project. And the Log message in Console show like follow:
Could not create a custom UI for the shader 'ArcadeCarPhysics/Terrain'. The shader has the following: 'CustomEditor = '. Does the custom editor specified include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
Is it possible to add a gear shifter or no?
and if yes, what should i do?
Thanks,
Hello and thank you very much for this project! I will use it to do AI for racing with Unity ML Agents.
I have a little problem, I opened the project with Unity 2018 and it seems some textures are missing, console shows no errors - https://puu.sh/DOcxD/7be31a90ea.png
Is there a fix?
Acceleration curves with a longer length that the default 10 second curve tend to be inaccurate, with acceleration faster than described in the curve.
Increasing the number of iterations of the brute force reverse curve evaluation does solve this problem but I have created a fork and associated pull-request replacing it with a binary search. This changes time complexity to O(log n) rather than O(n), honing in on the correct value in less iterations while allowing for performance tuning by the user.
Add Anti Braking System, it will stop and release the wheel rotation. gradually, real cars have this feature.
I'm wondering, with raycast wheel physics what is the best way to implement parking break to prevent the vehicle sliding?
Hi Sergey,
Is possible to make drift physics with your car physics ?
Thanks
If been trying to get skidmarks to work but since this isn't using the standard wheelcolliders I don't know where to begin.
Even with the Sandbox scene, I found an idle vehicle on flat terrain will always roll backwards. I traced it to line 1114:
1114 Vector3 wsDownDirection = transform.TransformDirection(Vector3.down);
Changing wsDownDirection from local down direction to global seems to solve the issue:
1114 Vector3 wsDownDirection = Vector3.down;
I found even when the axle offset y is the same for both rear and front wheels, sometimes the car doesn't align perfectly on the ground, so wsDownDirection doesn't perfectly align with global down, so the car is 'pushed' slightly backward. Any consequences to using Vector3.down?
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