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Toyful Games
United States
เข้าร่วมเมื่อ 25 มิ.ย. 2020
We make games packed full of expressive, exciting toys
Buy Very Very Valet NOW - toyful.games/vvv-buy
Available on Nintendo Switch, PS5, Steam, and Epic Games Store!
~ More from Toyful Games ~
* See more Very Very Valet at our website - toyful.games
* Stay up to date with the Toyful Blog - toyful.games/blog
* Buy here - toyful.games/vvv-buy
* Download the FREE Nintendo Switch demo today - toyful.games/vvv-di
#VeryVeryValet #NintendoSwitch #MadeWithUnity #PS5 #Steam #epicgamesstore #PC #Windows #Mac
Buy Very Very Valet NOW - toyful.games/vvv-buy
Available on Nintendo Switch, PS5, Steam, and Epic Games Store!
~ More from Toyful Games ~
* See more Very Very Valet at our website - toyful.games
* Stay up to date with the Toyful Blog - toyful.games/blog
* Buy here - toyful.games/vvv-buy
* Download the FREE Nintendo Switch demo today - toyful.games/vvv-di
#VeryVeryValet #NintendoSwitch #MadeWithUnity #PS5 #Steam #epicgamesstore #PC #Windows #Mac
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
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: 4 777
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You should make more tutorial like this
Came for the physics, left buying the game.
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
if using unity simply do all this calculation in FixedUpdate , this method is independent of framerate
such an incredibly well presented overview of what goes into making the cars work.
why do you sound like waleber?
How do you unlock Bert on the switch????
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.
Your variable names are horrific, and it makes understanding this difficult.
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.
This tutorial is the best I have ever watch!
I love this so much
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
How can i write the script 😢
Is there any COPYRIGHT issues with this code for COMMERCIAL use?
Nice video ! Luv the way you applied all those physics principals there 💯
So high quality content man, keep up the good work
Hey, first thanks a lot for your amazing tuto it helped me a lot for my golfkart game !!
I love the presentation. I will check the game as I missed it (it flew under my radar).
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
thank you, this video really great!
Does anyone have a demo unity project using this tutorial?
smort af
Seriously, thank you so much. Deserves so many more views
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
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
I prefer both, provide code and explain the design.
The word "Cartoony" should be added to the video title
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...
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.
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
Wtf is PhysicsOneUpdatePerFrame I can't find any documentation on it
amazing
This video is fantastic man. exactly what I needed
I am not some advanced programmer so if there is some github file to look at...I would love to check and understand.
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.
This rigidbody or character controller?
rigidbody
Could you make a more detailed tutorial on how to set it up?
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.
How did you create such nice explanatory Animations for your video?
it was all made in Unity :)
Very cool 👍
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.
This is great
Make game devs teach physics in schools and colleges and we'll be making our own flying saucers in a few years
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)?
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).
This video helped me a lot to understand how to make physics calculations through code!
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 ?
there is a ray for each tire (corner).
Thank you SO much for this tutorial, it helped a *huge* amount with the car physics in my game. 🙏
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 ?
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
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.
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
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?
AWEEEEEESOME sauce!!! this tutorial is awesome man!1
Can we use this code in any project without any fear of copyright
Yes, this is a pretty standard spring function that's already used in many different projects.
Unbelievable