💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
Any other method (Rigidbody.velocity, Rigidbody.position, Rigidbody.MovePosition, or Transform.position) bypasses the physics solver’s internal integration and will very likely cause glitches and unstable collisions.
https://discussions.unity.com/t/stop-my-player-to-fall-under-the-ground-on-high-slopes/1580706
I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.
State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.
Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.
Unity AssetStore annual New Year Sale is live! We’re participating with 50% off on Edy’s Vehicle Physics 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0 Source: https://www.youtube.com/watch?v=b2VAxkiVkMQ
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
Quite an interesting concept for an open-world indie game. And yes, the vehicles are powered by Vehicle Physics Pro 😉
https://www.youtube.com/watch?v=mgiD-05g728
#Unity #MadeWithUnity #URP #IndieDev #GameDev #Showcase #ScreenshotSaturday #GamePhysics #Driving
Now this is good mesh density for a racing track 3D model.
~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.
#VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender
Black Friday is coming! Edy’s Vehicle Physics will be 50% off for at least the next 7 days in the @AssetStore. Last chance this year to get it at this price!
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
#Unity #MadeWithUnity #Sale #IndieDev #GameDev #Physics #GamePhysics #Driving #Simulator #BlackFriday
Almost lost it in the chicane, but managed to get through 😎
#Unity #MadeWithUnity #IndieDev #GameDev #Showcase #Physics #GamePhysics #Simulator #Simracing
Verifying the quality of the 3D mesh of a mysterious track for testing the 424. The physics mesh is aligned with the LIDAR data, providing great detail on the track surface.
#VPPDev #Blender #IndieDev #GameDev #ScreenShotSaturday #GamePhysics #Simracing #PERRINN #Project424 #Engineering #DigitalTwins
Extreme handling test gone wrong 😅
#Unity #MadeWithUnity #IndieDev #GameDev #Showcase #Physics #GamePhysics #Simulator #Driving
A couple of nice runtime captures of the PERRINN 424 at the Nordschleife.
#Unity #MadeWithUnity #HDRP #IndieDev #GameDev #ScreenShotSaturday #Physics #GamePhysics #Simulator #Simracing #Driving #Motorsport #PERRINN #Project424 #Nordschleife
With the analysis tool (right), we can click any point in the plot and pause execution just before it’s calculated. This lets us trace the process step by step, pinpoint the issue, and fix it.
#VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport
“I own way too many car controllers than I would like to admit. This one is by far best.”
Thank you for the wonderful review on Edy’s Vehicle Physics! Support for Unity’s new Input System is coming in the next major version 😉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403#reviews
#Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #Physics #GamePhysics #Simulator #Driving
My favorite driving trick: putting a car on two wheels. Also a proof test of realism for vehicle simulation models.
#Unity #MadeWithUnity #IndieDev #GameDev #Showcase #Physics #GamePhysics #Simulator #Driving
Edy’s Vehicle Physics is 60% OFF today as part of Unity’s Iconic Asset Sale, celebrating 15 years of the Asset Store 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
We’re honored to be featured in this event. Since 2011, Edy’s Vehicle Physics has helped thousands of developers bring realistic and fun to drive car physics into their Unity projects.
Thank you for making EVP part of your journey ❤️
#Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator #Driving
Inside the code of Vehicle Physics Pro. This is TireFrictionBase, the base class for every tire model implementation in VPP. You can implement any tire friction model and plug it directly into VPP. For example, you could run two instances of the exact same vehicle, each with a different tire model, and compare their behavior.
#VPPDev #Unity #IndieDev #GameDev #Physics #GamePhysics #TireSimulation #Simracing
#ScreenShotSaturday Aerodynamics package upgraded
#Unity #MadeWithUnity #Physics #GamePhysics #Simulator #Simracing #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins
Analyzing discontinuities in the wheel force model in Vehicle Physics Pro. Our tool makes it possible to visually detect issues in tire force calculations, and helps design and validate proper solutions.
#VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #Showcase #Physics #GamePhysics #TireSimulation