Greetings from "Overpass Galleria"
0:25
Greetings From "Up and Down"
0:34
3 жыл бұрын
Greetings from "Rooftop Parking"
0:21
Greetings from "Cliffside Overlook"
0:25
Greetings from "No Parking Hotel"
0:32
Greetings from "Quartz Quarry"
0:34
3 жыл бұрын
Greetings from "Across the Street"
0:25
Greetings from "Bowled Over"
0:21
3 жыл бұрын
Greetings from "The Observatory"
0:29
Greetings from "Alley Avenue"
0:23
3 жыл бұрын
Пікірлер
@Rigidbody.AddForce
@Rigidbody.AddForce 18 күн бұрын
I did exactly the same thing regarding the spring part, but the car would freak out immediately whenever it tilted even slightly. After struggling for a week, I finally came across this video and realized my mistake. By making the car body a cube and placing the tires far away from it, the inertiaTensor ended up being way too small, which was the cause.
@pompix7810
@pompix7810 20 күн бұрын
Sigma developer
@ethanjamesbarron
@ethanjamesbarron 21 күн бұрын
Hey hey I've been tinkering with this movement system for a while now and it's awesome! Unfortunately I've ran into an issue where going up or down slopes causes the movement to sort of sink or float above the desired height. Is this something you guys encountered? Was a fix ever found?
@nielspalmans6237
@nielspalmans6237 22 күн бұрын
how do you get the wheel to cleanly move over any obstacle? I made an implementation based on your approach but cannot for the life of me figure out how to get the wheels so "roll over" obstacles, mine are just cliping through everything, and because my tires are a lot bigger, the issue is so much worse
@dankonion
@dankonion 27 күн бұрын
I hope you guys make more games. This is easily one of my favorite couch co-op games I've played on the Nintendo Switch and I have a huge collection of games.
@ConchStreetStories
@ConchStreetStories 29 күн бұрын
Make it an open world like game, where you have side mission like been a hitman where you have to snipe your target and not be late to return the car! Or deliver pizza with that car or become a Taxi driver for that short time,, add splitscreen for console and i bet this game will become a hit
@toancanh682
@toancanh682 Ай бұрын
well explained
@aklvyamods8682
@aklvyamods8682 Ай бұрын
You should make more tutorial like this
@AdamScottPersonnel
@AdamScottPersonnel Ай бұрын
Came for the physics, left buying the game.
@MadoLeoss
@MadoLeoss Ай бұрын
Great video! But math-wise, if you always run at the same FPS you'll get consistent result. But it seems that it would get inconsistant at different FPS? (For example, 30FPS might accelerate/decelerate faster/slower than 120FPS and ultimately give different positions for the same input). There should be some Mathf.Exp and Mathf.Log to calculate the drag/acceleration independently of the framerate
@aklvyamods8682
@aklvyamods8682 Ай бұрын
if using unity simply do all this calculation in FixedUpdate , this method is independent of framerate
@gameclips5734
@gameclips5734 Ай бұрын
such an incredibly well presented overview of what goes into making the cars work.
@cheszborgor
@cheszborgor Ай бұрын
why do you sound like waleber?
@bruhimrayalt
@bruhimrayalt Ай бұрын
How do you unlock Bert on the switch????
@reggieisnotadog4841
@reggieisnotadog4841 2 ай бұрын
This was SO HELPFUL! The hardest part for me was making sure my graphics stuck to the ground (given that that the capsule bobs about a bit), but now I've gotten there it's the perfect combo of physics and control. Love it, thanks again for making the video.
@cyberpunkspike
@cyberpunkspike 2 ай бұрын
Your variable names are horrific, and it makes understanding this difficult.
@jackarthur3552
@jackarthur3552 2 ай бұрын
I love this tutorial and it has me inspired to make my own car. However Im wondering why the mass of the of the wheel is used in the force calculation and the mass of the car body itself is not used? I have a very basic knowledge in physics and have trouble understanding this part.
@isitsou
@isitsou 2 ай бұрын
This tutorial is the best I have ever watch!
@tnczm
@tnczm 2 ай бұрын
I love this so much
@weebooweeboo
@weebooweeboo 3 ай бұрын
with the suspension part of this my car just jitters up and down even with realistic dampening. the total difference in height is around 0.15 units of offset from my rest distance and i dont know why
@thenameofxavier
@thenameofxavier 18 күн бұрын
did you ever figure out what the problem was? I'm having a similar issue, just very jittery and unstable
@PrinceJay-tsi
@PrinceJay-tsi 3 ай бұрын
How can i write the script 😢
@CodeyAzee
@CodeyAzee 3 ай бұрын
Is there any COPYRIGHT issues with this code for COMMERCIAL use?
@TJBEATSAMV
@TJBEATSAMV 3 ай бұрын
Nice video ! Luv the way you applied all those physics principals there 💯
@gamin8ing
@gamin8ing 3 ай бұрын
So high quality content man, keep up the good work
@tibastudio4223
@tibastudio4223 3 ай бұрын
Hey, first thanks a lot for your amazing tuto it helped me a lot for my golfkart game !!
@kundelstein
@kundelstein 3 ай бұрын
I love the presentation. I will check the game as I missed it (it flew under my radar).
@janogaminghun5254
@janogaminghun5254 3 ай бұрын
I just started unity and I know basically nothing do far but this is super understandable! I actually enjoy learning game creation, that is a bit crazy to me. Being happy to study
@처링-p7i
@처링-p7i 3 ай бұрын
thank you, this video really great!
@StevenSeguin-c8e
@StevenSeguin-c8e 4 ай бұрын
Does anyone have a demo unity project using this tutorial?
@CB256
@CB256 4 ай бұрын
smort af
@doneyes
@doneyes 4 ай бұрын
Seriously, thank you so much. Deserves so many more views
@JubalWillems
@JubalWillems 4 ай бұрын
I love coding tutorials like this that don’t outright give you the code, they kinda just walk you through how it’s done and you still get the satisfaction of figuring it out yourself. Absolutely amazing
@doneyes
@doneyes 4 ай бұрын
Yeah now that you mention it I think thats what I like. I straight up watched it twice despite knowing the info from the first watch
@cyberpunkspike
@cyberpunkspike Ай бұрын
I prefer both, provide code and explain the design.
@WindBendsSteel
@WindBendsSteel 4 ай бұрын
The word "Cartoony" should be added to the video title
@ruandemeneses9513
@ruandemeneses9513 4 ай бұрын
how to i actually apply this on m y project ? the code are there and the explanation how its work too, but im using a different engine with different methods and language...
@ToyfulGames
@ToyfulGames 3 ай бұрын
the idea is to get a feel for the techniques required, and with that knowledge you should be able to apply it to any engine / programming language. the concepts are universal.
@angulinhiduje6093
@angulinhiduje6093 23 күн бұрын
@@ToyfulGames hey, first off, i loved your tutorial. i have a question, my suspension dosent ocilate after bing compressed unless its under load. did i do something wrong or is it expected? the only force that compresses the springs is the cars weight. so if you drive off a ledge for example the tires dont bounce. only as soon as the car is on the ground again the tires bounce up and down.
@diegorg64
@diegorg64 4 ай бұрын
I don't quite understand how the sticky to slope is implemented. My character, when walking upwards on an inclined surface, sticks too much to the surface, and when it descends, it stays too high, causing the character to make small falls. This is my code that implements the ground hover: public void GroundHover(float hoverHeight, float frequency, float dampFactor) { Vector3 origin = transform.TransformPoint(_capsuleCollider.center); bool rayDidHit = Physics.Raycast(origin, Vector3.down, out RaycastHit hit, Data.rayLength); if (rayDidHit) { float mass = _rigidbody.mass; Vector3 vel = _rigidbody.velocity; Vector3 rayDir = transform.TransformDirection(Vector3.down); float springDelta = hit.distance - hoverHeight; float springStrength = frequency * frequency * mass; float dampStrength = 2 * mass * frequency * dampFactor; // spring speed Vector3 otherVel = Vector3.zero; Rigidbody hitBody = hit.rigidbody; if (hitBody) { otherVel = hitBody.velocity; } float rayDirVel = Vector3.Dot(rayDir, vel); float otherDirVel = Vector3.Dot(rayDir, otherVel); float relVel = rayDirVel - otherDirVel; // add force float tension = springDelta * springStrength; float damp = relVel * dampStrength; float springForce = tension - damp; _rigidbody.AddForce(rayDir * springForce, ForceMode.Force); if (hitBody) { hitBody.AddForceAtPosition(rayDir * -springForce, hit.point, ForceMode.Force); } } } My parameter values are: - hoverHeight = 1.2f - frequency = 15f - dampFactor = 0.55f
@tengu5628
@tengu5628 4 ай бұрын
Wtf is PhysicsOneUpdatePerFrame I can't find any documentation on it
@派森-m6m
@派森-m6m 4 ай бұрын
amazing
@Lykarus1
@Lykarus1 5 ай бұрын
This video is fantastic man. exactly what I needed
@aritrobhattacharya6480
@aritrobhattacharya6480 5 ай бұрын
I am not some advanced programmer so if there is some github file to look at...I would love to check and understand.
@TheWhitde
@TheWhitde 5 ай бұрын
very nice. From what i saw you have no gears... just a "max speed". My sim was getting too technical for what I want but this looks like the right blend of realism without so much technical detail. Getting a good solid base 1st then extras is the way to go. Had a test facility for testing but seen how inadequate it is. I'm adapting this approach now and got the RGB transform vectors in the debug working nicely now. I also ripped out the gears code... and made it so the torque lookup is with normalized values. Car also now just has a top speed and a maximum torque.
@muhammadfaisal7159
@muhammadfaisal7159 5 ай бұрын
This rigidbody or character controller?
@ToyfulGames
@ToyfulGames 5 ай бұрын
rigidbody
@coldfire6679
@coldfire6679 5 ай бұрын
Could you make a more detailed tutorial on how to set it up?
@HungryHungryB
@HungryHungryB 5 ай бұрын
I guess you're more interested in making games than making devlogs/tutorials-- based btw --but you've clearly got the chops to do this youtube shit as well. I eagerly await whatever you do next.
@super-cylinder
@super-cylinder 6 ай бұрын
How did you create such nice explanatory Animations for your video?
@ToyfulGames
@ToyfulGames 5 ай бұрын
it was all made in Unity :)
@owencoopersfx
@owencoopersfx 6 ай бұрын
Very cool 👍
@TranquilMarmot
@TranquilMarmot 6 ай бұрын
Such an amazing breakdown! I think the VehicleBody3D that's built in to Godot is based off of this exactly 😂 Seeing how simple it is, I might just try and implement it myself.
@spiretechnologies6977
@spiretechnologies6977 6 ай бұрын
This is great
@diplodocus3
@diplodocus3 6 ай бұрын
Make game devs teach physics in schools and colleges and we'll be making our own flying saucers in a few years
@geckoram6286
@geckoram6286 6 ай бұрын
16:19 you can even change the grip depending on the spring tension, to make it more realistic (for example, if you're accelerating on a rwd car, the weight is at the back, making the front tires have less grip) Also, how do you measure the wheels' velocity without having rigidbody on them (and being able to drive around without them)?
@ToyfulGames
@ToyfulGames 3 ай бұрын
you can get the "point velocity" from the main car rigid body, at the location of each tire. that takes the overall linear and rotational velocity of the car into account and provides the linear velocity at that point (the tire).
@rafaelbrustolin4687
@rafaelbrustolin4687 6 ай бұрын
This video helped me a lot to understand how to make physics calculations through code!
@AhmedAhmed-gh9oe
@AhmedAhmed-gh9oe 6 ай бұрын
hey friend i didn't understand it i need some help in the video 11:47 i didn't understand rayDidHit does he put it in each corner of the car or just one at the center ?put it upwards or downward ?
@ToyfulGames
@ToyfulGames 5 ай бұрын
there is a ray for each tire (corner).
@tinytires
@tinytires 6 ай бұрын
Thank you SO much for this tutorial, it helped a *huge* amount with the car physics in my game. 🙏
@AhmedAhmed-gh9oe
@AhmedAhmed-gh9oe 6 ай бұрын
hey friend i didn't understand it i need some help in the video 11:47 i didn't understand rayDidHit does he put it in each corner of the car or just one at the center ?put it upwards or downward ?