Toyful Games
Toyful Games
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Very Very Valet - OFFICIAL Trailer - Switch, PS5, Steam, EGS
Your next couch co-op party game is here on Switch, PS5, Steam, and Epic Games Store! BUY NOW - toyful.games/vvv-buy
Drive, boost, and crash like wild with up to 8 friends!
Control an "elite" team of puppet Valets to overcome any and all valet-related challenges. You’ll need teamwork and "park it anywhere" mentality to solve this severe parking crisis - time to become a VERY VERY VALET!
~ More from Toyful Games ~
* Find out more about Very Very Valet at our website - toyful.games
* Stay up to date with the Toyful Blog - toyful.games/blog
* Buy now - toyful.games/vvv-buy
* Download the FREE Nintendo Switch demo today - toyful.games/vvv-di
#VeryVeryValet #madewithunity #NintendoSwitch #coop #partygame #indiedev #PlayStation5 #PS5 #Steam #Windows #Mac #Epic #EpicGamesStore #multiplayer #gamedev #indiegame
มุมมอง: 4 422

วีดีโอ

Making Custom Car Physics in Unity (for Very Very Valet)
มุมมอง 127K2 ปีที่แล้ว
Making Custom Car Physics in Unity (for Very Very Valet)
Very Very Valet - Party Update OFFICIAL Trailer - Switch, PS5, Steam, EGS
มุมมอง 2.6K2 ปีที่แล้ว
Very Very Valet - Party Update OFFICIAL Trailer - Switch, PS5, Steam, EGS
Instant "Game Feel" Tutorial - Secrets of Springs Explained
มุมมอง 20K2 ปีที่แล้ว
Instant "Game Feel" Tutorial - Secrets of Springs Explained
Very Very Valet "Party Update" GAMEPLAY 10 Minutes, 2 players, game audio only
มุมมอง 5352 ปีที่แล้ว
Very Very Valet "Party Update" GAMEPLAY 10 Minutes, 2 players, game audio only
Very Very Valet "Party Update" GAMEPLAY 10 Minutes, 2 players, with room audio
มุมมอง 9332 ปีที่แล้ว
Very Very Valet "Party Update" GAMEPLAY 10 Minutes, 2 players, with room audio
Very Very Valet - v1.1 "Quality of Life" Update Overview
มุมมอง 5363 ปีที่แล้ว
Very Very Valet - v1.1 "Quality of Life" Update Overview
【公式】VERY VERY VALET 新発売トレーラー
มุมมอง 4733 ปีที่แล้ว
【公式】VERY VERY VALET 新発売トレーラー
Very Very Valet - OFFICIAL Launch Trailer
มุมมอง 2.8K3 ปีที่แล้ว
Very Very Valet - OFFICIAL Launch Trailer
Greetings from "Overpass Galleria"
มุมมอง 2593 ปีที่แล้ว
Greetings from "Overpass Galleria"
Greetings From "Up and Down"
มุมมอง 1323 ปีที่แล้ว
Greetings From "Up and Down"
Greetings from "Rooftop Parking"
มุมมอง 2653 ปีที่แล้ว
Greetings from "Rooftop Parking"
Greetings from "Cliffside Overlook"
มุมมอง 1113 ปีที่แล้ว
Greetings from "Cliffside Overlook"
Greetings from "No Parking Hotel"
มุมมอง 973 ปีที่แล้ว
Greetings from "No Parking Hotel"
Greetings from "Quartz Quarry"
มุมมอง 853 ปีที่แล้ว
Greetings from "Quartz Quarry"
Greetings from "Across the Street"
มุมมอง 1133 ปีที่แล้ว
Greetings from "Across the Street"
Greetings from "Bowled Over"
มุมมอง 873 ปีที่แล้ว
Greetings from "Bowled Over"
Greetings from "The Observatory"
มุมมอง 1223 ปีที่แล้ว
Greetings from "The Observatory"
Greetings from "Alley Avenue"
มุมมอง 1533 ปีที่แล้ว
Greetings from "Alley Avenue"
Making A Physics Based Character Controller In Unity (for Very Very Valet)
มุมมอง 110K3 ปีที่แล้ว
Making A Physics Based Character Controller In Unity (for Very Very Valet)
Very Very Valet GAMEPLAY 10 Minutes, 2 players, with room audio
มุมมอง 6K3 ปีที่แล้ว
Very Very Valet GAMEPLAY 10 Minutes, 2 players, with room audio
Very Very Valet GAMEPLAY 10 Minutes, 2 players, no commentary
มุมมอง 4563 ปีที่แล้ว
Very Very Valet GAMEPLAY 10 Minutes, 2 players, no commentary
Very Very Valet - OFFICIAL Retail Release Trailer
มุมมอง 2.9K3 ปีที่แล้ว
Very Very Valet - OFFICIAL Retail Release Trailer
Very Very Valet - OFFICIAL Announcement Trailer
มุมมอง 4.5K3 ปีที่แล้ว
Very Very Valet - OFFICIAL Announcement Trailer

ความคิดเห็น

  • @WindBendsSteel
    @WindBendsSteel 3 วันที่ผ่านมา

    The word "Cartoony" should be added to the video title

  • @ruandemeneses9513
    @ruandemeneses9513 11 วันที่ผ่านมา

    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...

  • @diegorg64
    @diegorg64 12 วันที่ผ่านมา

    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 12 วันที่ผ่านมา

    Wtf is PhysicsOneUpdatePerFrame I can't find any documentation on it

  • @派森-m6m
    @派森-m6m 12 วันที่ผ่านมา

    amazing

  • @Lykarus1
    @Lykarus1 20 วันที่ผ่านมา

    This video is fantastic man. exactly what I needed

  • @aritrobhattacharya6480
    @aritrobhattacharya6480 26 วันที่ผ่านมา

    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 27 วันที่ผ่านมา

    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 หลายเดือนก่อน

    This rigidbody or character controller?

    • @ToyfulGames
      @ToyfulGames 19 วันที่ผ่านมา

      rigidbody

  • @coldfire6679
    @coldfire6679 หลายเดือนก่อน

    Could you make a more detailed tutorial on how to set it up?

  • @HungryHungryB
    @HungryHungryB หลายเดือนก่อน

    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 หลายเดือนก่อน

    How did you create such nice explanatory Animations for your video?

    • @ToyfulGames
      @ToyfulGames 19 วันที่ผ่านมา

      it was all made in Unity :)

  • @owencoopersfx
    @owencoopersfx หลายเดือนก่อน

    Very cool 👍

  • @TranquilMarmot
    @TranquilMarmot หลายเดือนก่อน

    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 หลายเดือนก่อน

    This is great

  • @diplodocus3
    @diplodocus3 2 หลายเดือนก่อน

    Make game devs teach physics in schools and colleges and we'll be making our own flying saucers in a few years

  • @geckoram6286
    @geckoram6286 2 หลายเดือนก่อน

    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)?

  • @rafaelbrustolin4687
    @rafaelbrustolin4687 2 หลายเดือนก่อน

    This video helped me a lot to understand how to make physics calculations through code!

    • @AhmedAhmed-gh9oe
      @AhmedAhmed-gh9oe หลายเดือนก่อน

      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 19 วันที่ผ่านมา

      there is a ray for each tire (corner).

  • @tinytires
    @tinytires 2 หลายเดือนก่อน

    Thank you SO much for this tutorial, it helped a *huge* amount with the car physics in my game. 🙏

    • @AhmedAhmed-gh9oe
      @AhmedAhmed-gh9oe หลายเดือนก่อน

      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 ?

  • @MegaAlexkiller
    @MegaAlexkiller 2 หลายเดือนก่อน

    Hi thank you for this awesome video, however I have one question, does the ray cast start from the wheel position ? or it starts at the wheel pos + rest length? I would love to see the raycast data used, it is not clear yet for me.. Thank you

  • @lolligerjoj1
    @lolligerjoj1 2 หลายเดือนก่อน

    11:45 I might be wrong, but I think the tireWorldVel should not be in world space, but in local space of the suspension anchor. For a car, the problem is probably negligible though, since the dot product eliminates most of the world velocity since usually the spring is close to orthogonal to the ground. Implemented a similar thing for a kind of self-stabilizing one-hweel and did the same mistake initially, which meant at very fast speeds my spring would be more dampened when the vehicles leans a lot. You can do some vector algebra to get the correct wheel velocity relative to the spring though.

  • @piousthepious
    @piousthepious 3 หลายเดือนก่อน

    Like I see you just setting a value to something, like with the nudge example where you add to VelocityScale, and then it should “just work” but I’m not entirely sure why it just does

  • @piousthepious
    @piousthepious 3 หลายเดือนก่อน

    I just need some explaining cause maybe I’m missing something huge. Looking at your very first example implementation for the button, I don’t see how the goalPosition value is mapping onto the SpeingUpdated function? I don’t see an overlap in values? I feel lost but I must be just missing something obvious?

  • @omarvision
    @omarvision 3 หลายเดือนก่อน

    AWEEEEEESOME sauce!!! this tutorial is awesome man!1

  • @AKExtra-wr6uy
    @AKExtra-wr6uy 3 หลายเดือนก่อน

    Can we use this code in any project without any fear of copyright

  • @FrosthPlaysBR
    @FrosthPlaysBR 3 หลายเดือนก่อน

    Unbelievable

  • @yboumaiza7
    @yboumaiza7 3 หลายเดือนก่อน

    Although, the video is great, the code doesn't mention the sideways friction curves implementation you talked about at 17:50

  • @howandwhythingswork
    @howandwhythingswork 3 หลายเดือนก่อน

    I was watching the suspension part, so even if we put infinity weight on the car, the suspension is bound to come to rest distance eventually?

  • @TheRealDodgeCar
    @TheRealDodgeCar 3 หลายเดือนก่อน

    Maybe you guys Ineed Update like Freedom and Multiplayer hangout maybe something like that

  • @spacewizards9039
    @spacewizards9039 3 หลายเดือนก่อน

    Wow, very impressed. The game I'm working on uses (mostly) hover vehicles, so I was already using a setup similar to yours (floating "characters" with continually calculated strength and dampening forces). But you guys have really taken it to the next level with improvements that I hadn't thought of at all. Thanks!

  • @batuhanyldrm7532
    @batuhanyldrm7532 4 หลายเดือนก่อน

    Just checking for Rigidbody tutorials and I saw your video. While I was watching, I was wondering what game was playing in the background. Then I found out about this gem, LOL. Definitely will try. Perfect tutorial and perfect advertisement. Good job, by the way.

  • @nuin9937
    @nuin9937 4 หลายเดือนก่อน

    What is speedFactor at 4:02?

  • @colonthree
    @colonthree 4 หลายเดือนก่อน

    A lot of this reminds me of testing out springs in Verlet integrations and Kabsch. ;w;

  • @bovineox1111
    @bovineox1111 4 หลายเดือนก่อน

    This is a great solution. Love it.

  • @ruka1973
    @ruka1973 4 หลายเดือนก่อน

    You could become the new "brackeys". You really have a great talent for tutorials

  • @kerduslegend2644
    @kerduslegend2644 4 หลายเดือนก่อน

    man, this is such a hidden gem. i dont know why i dont know your channel earlier

  • @shukarullahshah
    @shukarullahshah 5 หลายเดือนก่อน

    Hey please make more tutorials!

  • @ezequielcanale
    @ezequielcanale 5 หลายเดือนก่อน

    It might happen to you that if you steer the wheels right and left really quickly, your car starts flying in the air. I will show how to solve it. I'm not sure why it happens, but it is related to the imprecision of simulated physics, maybe the grip force glitches and pushes the car more that it should or something. To solve it, you want to make it so the input (controller joystick probably) doesn't directly translate to the wheel steering but instead move to that direction for the previous one. To do this, you should use the lerp function, you can look it up in the Unity Documentation. Here it is how I solved it: Vector2 steeringInputValue = steeringInputAction.ReadValue<Vector2>(); float targetSteeringValue = steeringInputValue.x; //this is the value of the joystick, you may be getting it differently currentSteeringValue = Mathf.Lerp(currentSteeringValue, targetSteeringValue, 5 * Time.deltaTime); Vector3 previousRotation = wheelTransform.eulerAngles; wheelTransform.eulerAngles = new Vector3(previousRotation.x, transform.eulerAngles.y + currentSteeringValue * 45, previousRotation.z); Bye

  • @aaronh560
    @aaronh560 5 หลายเดือนก่อน

    This is brilliant. I'm currently fighting with wheel colliders to get the exact semi-realistic arcade-like feel that I want - with predictable controls to be able to increase stats over time without the physics of the car going haywire and it's driving me potty

  • @lucapagano3685
    @lucapagano3685 5 หลายเดือนก่อน

    How you make a lookup curve?

    • @Firebugs_
      @Firebugs_ 4 หลายเดือนก่อน

      You can use Unity's AnimationCurve class and call the Evaluate() function

  • @Phyksar
    @Phyksar 5 หลายเดือนก่อน

    It would be great to hear what exactly do you use as the tireMass parameter at 17:58 for computing steering force, because this can affect whether the wheel is capable of producing the force that results in a greater opposite velocity than the one from the previous frame and make the simulation unstable.

  • @josephan6953
    @josephan6953 5 หลายเดือนก่อน

    Would this be three separate scripts we’d have to attach to the just the body of the car?

  • @bubski3821
    @bubski3821 6 หลายเดือนก่อน

    this is one of the smartest custom controllers I've ever seen, so impressed with yall's work on this

  • @nurdi21
    @nurdi21 6 หลายเดือนก่อน

    Great tutorial!

  • @chilenitonuma
    @chilenitonuma 6 หลายเดือนก่อน

    Thank you so much for the content! I have a question. I've coded out everything as described in the video, but my rigid body ends up tilting to one side, and despite being a perfectly balanced body with equal forces on each corner, it can't right itself. To make things worse, the "suspension" force ends up acting as a forward propulsion force because the tilt gives it enough of a non-vertical direction to propel it forward, despite having 100% grip all around. Do you have any recommendations for this?

    • @Firebugs_
      @Firebugs_ 4 หลายเดือนก่อน

      I'm having the same issue with tilting. Did you work it out in the end?

  • @MYNKS18
    @MYNKS18 6 หลายเดือนก่อน

    We need more people like you on youtube! You video looks like a AAA budget NatGeo Documentary! Love you! I would like to pay for this type of content rather than college degree or bootcamp🔥💪♥️🤩💥

  • @bazzel1059
    @bazzel1059 6 หลายเดือนก่อน

    How would I add a maxOffset to my suspension?

  • @supercables251
    @supercables251 6 หลายเดือนก่อน

    +1 sub for being the only correct character controller I've ever seen talked about.

  • @guraaagawrrr250
    @guraaagawrrr250 6 หลายเดือนก่อน

    I am confused about the two grip factor curve in the steer part (the two curve in one same graph). which one is for the front tire and which one is for the rear tire?

  • @shelikhann
    @shelikhann 6 หลายเดือนก่อน

    Очень полезный контент, это то, что было нужно!