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: 4 777

วีดีโอ

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ความคิดเห็น

  • @aklvyamods8682
    @aklvyamods8682 6 วันที่ผ่านมา

    You should make more tutorial like this

  • @AdamScottPersonnel
    @AdamScottPersonnel 6 วันที่ผ่านมา

    Came for the physics, left buying the game.

  • @MadoLeoss
    @MadoLeoss 7 วันที่ผ่านมา

    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 4 วันที่ผ่านมา

      if using unity simply do all this calculation in FixedUpdate , this method is independent of framerate

  • @gameclips5734
    @gameclips5734 15 วันที่ผ่านมา

    such an incredibly well presented overview of what goes into making the cars work.

  • @cheszborgor
    @cheszborgor 16 วันที่ผ่านมา

    why do you sound like waleber?

  • @Iaintgottimefodis1337
    @Iaintgottimefodis1337 18 วันที่ผ่านมา

    How do you unlock Bert on the switch????

  • @reggieisnotadog4841
    @reggieisnotadog4841 23 วันที่ผ่านมา

    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 24 วันที่ผ่านมา

    Your variable names are horrific, and it makes understanding this difficult.

  • @jackarthur3552
    @jackarthur3552 หลายเดือนก่อน

    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 หลายเดือนก่อน

    This tutorial is the best I have ever watch!

  • @tnczm
    @tnczm หลายเดือนก่อน

    I love this so much

  • @weebooweeboo
    @weebooweeboo หลายเดือนก่อน

    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

  • @PrinceJay-tsi
    @PrinceJay-tsi หลายเดือนก่อน

    How can i write the script 😢

  • @CodeyAzee
    @CodeyAzee 2 หลายเดือนก่อน

    Is there any COPYRIGHT issues with this code for COMMERCIAL use?

  • @TJBEATSAMV
    @TJBEATSAMV 2 หลายเดือนก่อน

    Nice video ! Luv the way you applied all those physics principals there 💯

  • @gamin8ing
    @gamin8ing 2 หลายเดือนก่อน

    So high quality content man, keep up the good work

  • @tibastudio4223
    @tibastudio4223 2 หลายเดือนก่อน

    Hey, first thanks a lot for your amazing tuto it helped me a lot for my golfkart game !!

  • @kundelstein
    @kundelstein 2 หลายเดือนก่อน

    I love the presentation. I will check the game as I missed it (it flew under my radar).

  • @janogaminghun5254
    @janogaminghun5254 2 หลายเดือนก่อน

    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 2 หลายเดือนก่อน

    thank you, this video really great!

  • @StevenSeguin-c8e
    @StevenSeguin-c8e 2 หลายเดือนก่อน

    Does anyone have a demo unity project using this tutorial?

  • @CB256
    @CB256 2 หลายเดือนก่อน

    smort af

  • @doneyes
    @doneyes 3 หลายเดือนก่อน

    Seriously, thank you so much. Deserves so many more views

  • @JubalWillems
    @JubalWillems 3 หลายเดือนก่อน

    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 3 หลายเดือนก่อน

      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 22 วันที่ผ่านมา

      I prefer both, provide code and explain the design.

  • @WindBendsSteel
    @WindBendsSteel 3 หลายเดือนก่อน

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

  • @ruandemeneses9513
    @ruandemeneses9513 3 หลายเดือนก่อน

    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 2 หลายเดือนก่อน

      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.

  • @diegorg64
    @diegorg64 3 หลายเดือนก่อน

    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 3 หลายเดือนก่อน

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

  • @派森-m6m
    @派森-m6m 3 หลายเดือนก่อน

    amazing

  • @Lykarus1
    @Lykarus1 3 หลายเดือนก่อน

    This video is fantastic man. exactly what I needed

  • @aritrobhattacharya6480
    @aritrobhattacharya6480 4 หลายเดือนก่อน

    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 4 หลายเดือนก่อน

    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 4 หลายเดือนก่อน

    This rigidbody or character controller?

    • @ToyfulGames
      @ToyfulGames 3 หลายเดือนก่อน

      rigidbody

  • @coldfire6679
    @coldfire6679 4 หลายเดือนก่อน

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

  • @HungryHungryB
    @HungryHungryB 4 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 4 หลายเดือนก่อน

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

    • @ToyfulGames
      @ToyfulGames 3 หลายเดือนก่อน

      it was all made in Unity :)

  • @owencoopersfx
    @owencoopersfx 4 หลายเดือนก่อน

    Very cool 👍

  • @TranquilMarmot
    @TranquilMarmot 5 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 5 หลายเดือนก่อน

    This is great

  • @diplodocus3
    @diplodocus3 5 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 5 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)?

    • @ToyfulGames
      @ToyfulGames 2 หลายเดือนก่อน

      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 5 หลายเดือนก่อน

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

    • @AhmedAhmed-gh9oe
      @AhmedAhmed-gh9oe 5 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 3 หลายเดือนก่อน

      there is a ray for each tire (corner).

  • @tinytires
    @tinytires 5 หลายเดือนก่อน

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

    • @AhmedAhmed-gh9oe
      @AhmedAhmed-gh9oe 5 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 5 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 5 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 6 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 6 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 6 หลายเดือนก่อน

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

  • @AKExtra-wr6uy
    @AKExtra-wr6uy 6 หลายเดือนก่อน

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

    • @TonyDemetriou
      @TonyDemetriou หลายเดือนก่อน

      Yes, this is a pretty standard spring function that's already used in many different projects.

  • @FrosthPlaysBR
    @FrosthPlaysBR 6 หลายเดือนก่อน

    Unbelievable