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Sigma's United
เข้าร่วมเมื่อ 18 ม.ค. 2022
Sigma's United! Together we are stronger! 😎😎😎
Devlog Lo-fi chill beats 💻 to study/code/relax
Welcome to our lofi chill video, the perfect background music for coding, studying, and development. This mix features relaxing beats and smooth melodies that will help you focus and get in the zone. Whether you're working on a project or studying for an exam, this music will help you stay calm and centered. So sit back, relax, and enjoy the soothing sounds of our lofi chill video. Don't forget to subscribe to our channel for more great content!
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i cant assign the script to my car
The Wheel Collider Does not Merge With Car tyres
How do i get orthographic view?
how do i fix the camera jitter
help my wheels wont stop flying away
thank you sigmas united
Nice. reminds me of skyrim of the elder scrolls
My car doesn't move, what should I do?
Thank you! I'll subscribe
THE GOAT. idk why. clients send in fbx animations from unity but they lose T-pose and breaks the transforms... i believe a previous client F-Up the export setting. anyway This allows for the T-pose to be extracted with animations
yeah i dont have a model of a car and i cant get one so i made one in unity but everything is broken i wanna make forza horizon 5
Good Luck fellow Sigma
What if i want to do it using gyro or accelerometer on mobiles ?
I jst wanted to say thanks man
1:12 the gizmos from my wheel collider does not work
Version je pense un poil mieux en vrai : using System; using UnityEngine; //Grand VOL th-cam.com/video/DU-yminXEX0/w-d-xo.html [RequireComponent(typeof(Rigidbody))] public class SimpleCarController : MonoBehaviour { private float horizontalInput, verticalInput; private bool isBreaking; private Rigidbody rg; // Settings [SerializeField] private float motorForce = 1000f; [SerializeField] private float breakForce = 3000f; [SerializeField] private float maxSteerAngle = 75f; [Tooltip("merde pour adoucir l'input en fonction de la vitesse")] [Range(0f, 2f)] [SerializeField] private float motorSteerCoeff=0.5f; [SerializeField] private wheelObject[] wheelObjects; [Serializable] struct wheelObject { public WheelCollider wheelCollider; public Transform wheelRender; [HideInInspector] public Quaternion baseRot; public bool canSteer; public bool reverseSteer; public bool hasBrakes; } private void Start() { for (int i = 0; i < wheelObjects.Length; i++) wheelObjects[i].baseRot = wheelObjects[i].wheelRender.localRotation; rg = GetComponent<Rigidbody>(); } private void FixedUpdate() { GetInput(); float motorTorque = verticalInput * motorForce; float currentbreakForce = isBreaking ? breakForce : 0f; float currentSteerAngle = (maxSteerAngle * horizontalInput)/((rg.velocity.magnitude * motorSteerCoeff)+1); foreach (wheelObject item in wheelObjects) { item.wheelCollider.motorTorque = motorTorque; if (item.hasBrakes) item.wheelCollider.brakeTorque = currentbreakForce; if (item.canSteer) item.wheelCollider.steerAngle = item.reverseSteer ? -currentSteerAngle : currentSteerAngle; UpdateSingleWheel(item.wheelCollider,item.wheelRender, item.baseRot); } } private void GetInput() {//ca va cest du truc de base mais le nouvel input sys c mieux en vrai // Steering Input horizontalInput = Input.GetAxis("Horizontal"); // Acceleration Input verticalInput = Input.GetAxis("Vertical"); // Breaking Input isBreaking = Input.GetKey(KeyCode.Space); } private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform, Quaternion rotToAdd) { Vector3 pos; Quaternion rot; wheelCollider.GetWorldPose(out pos, out rot); wheelTransform.rotation = rot * rotToAdd; wheelTransform.position = pos; } }
when i create an empty and give it a wheel collider it doesnt shows up. Like in the ierarchy its here but not visually
Add a Rigidbody to Wheels Collider empty object
how do you convert the motor force in real life horsepower ?
Amigo eres la respuesta a todas mis preguntas lo intente y no me salio espero que con tu técnica si a y no se si tienes un video el el cual utilizas un personaje y que desde afuera puedas entrar al coche y manejar lo digo si aun no lo haces estaría bien que lo hagas bro gracias
That's helpful
wich program is it?
when the car hits ground it goes to sky by no reason, btw i did all instructions
if you did follow it wouldnt do that 2:12
WHY THE WHEEL COLLIDER IS ALWAYS IN THE WRONG DIRECTION, I CANT EVEN TURN IT IN THE RIGHT ONE
i can’t change my wheel collider
DOUBT : If I have two cars how can i switch and play between them 😢😢
Package manager doesn't exist anymore. help.
Go to services>explore it's there, but no FBX exporter
Sorry, you need to make sure you click on all and not services in the package manager and it's there
The variable frontLeftCollider of PrometeoCarController has not been assigned
Will this work in VR?
bruh
Thank you so much for the camera tutorial part!
when i go to start my game my car just flips over and the rear wheels wont move
nice!
100k views 1y ago oooooooooooooooooooooooooooooooooooooooooooooooooooooo 2k likes all the numbers are so even
1.14k subs and 258 comments tho
Fbx support??
thank you so so much , bro your video was so helpful but I am not able to see Cinemachine option on top after installing its package.
I have a problem, why when I play the car flies?
Assign the Mass of the Rigidbody or the Gravity of the project, make sure that the Collider is not inside the ground when you press Play
the wheels detached from the car and evryone of them goes on their own, please help
bro my car is flying
added rigidbody mass?
まじか
Yup
Thanks, it works!
Vehicles slide sideways when going on on slopes. any fixes?
increase friction on wheel collisions
Sir while I play my car automatically lift upward
Please tell any solution
@@Sigmashinchan_1342 added rigidbody mass?
Love you bro
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class CarController : MonoBehaviour { private float horizontalInput, verticalInput; private float currentSteerAngle, currentbreakForce; private bool isBreaking; // Settings [SerializeField] private float motorForce, breakForce, maxSteerAngle; // Wheel Colliders [SerializeField] private WheelCollider frontLeftWheelCollider, frontRightWheelCollider; [SerializeField] private WheelCollider rearLeftWheelCollider, rearRightWheelCollider; // Wheels [SerializeField] private Transform frontLeftWheelTransform, frontRightWheelTransform; [SerializeField] private Transform rearLeftWheelTransform, rearRightWheelTransform; private void FixedUpdate() { GetInput(); HandleMotor(); HandleSteering(); UpdateWheels(); } private void GetInput() { // Steering Input horizontalInput = Input.GetAxis("Horizontal"); // Acceleration Input verticalInput = Input.GetAxis("Vertical"); // Breaking Input isBreaking = Input.GetKey(KeyCode.Space); } private void HandleMotor() { frontLeftWheelCollider.motorTorque = verticalInput * motorForce; frontRightWheelCollider.motorTorque = verticalInput * motorForce; currentbreakForce = isBreaking ? breakForce : 0f; ApplyBreaking(); } private void ApplyBreaking() { frontRightWheelCollider.brakeTorque = currentbreakForce; frontLeftWheelCollider.brakeTorque = currentbreakForce; rearLeftWheelCollider.brakeTorque = currentbreakForce; rearRightWheelCollider.brakeTorque = currentbreakForce; } private void HandleSteering() { currentSteerAngle = maxSteerAngle * horizontalInput; frontLeftWheelCollider.steerAngle = currentSteerAngle; frontRightWheelCollider.steerAngle = currentSteerAngle; } private void UpdateWheels() { UpdateSingleWheel(frontLeftWheelCollider, frontLeftWheelTransform); UpdateSingleWheel(frontRightWheelCollider, frontRightWheelTransform); UpdateSingleWheel(rearRightWheelCollider, rearRightWheelTransform); UpdateSingleWheel(rearLeftWheelCollider, rearLeftWheelTransform); } private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform) { Vector3 pos; Quaternion rot; wheelCollider.GetWorldPose(out pos, out rot); wheelTransform.rotation = rot; wheelTransform.position = pos; } } Code
my car is mooving very very slow, it's hardly belive that it's moving
increase wheel collision friction
In the scene view its just a white plane but in the game view its got the shader and material visible? How do I make it so it isnt just a white plane in the scene view?
did you fix this? or if you found a water alternative, could you tell me? thx
Hi guys! To fix this, go to the LowPolyWater material > Auto Blend Parameter > and set the X parameter to -0.1 😉
mine the wheels arent moving but the car is'
After Running A game my car flying in air not stop on ground I'm follow your all steps but car not running on ground I'm copy your every step but didn't work please help me
added rigidbody mass?
in rigitbody put is kinematic
how do i make the floor like that?
special texture added to cube
My car starts shaking when i drive do you know how to solve it?
change the spring and damper rates to lower numbers or higher depending on weight and also slight increase the suspension distance
If you for some reason dont want to click in the bio for the code here is it: using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class CarController : MonoBehaviour { private float horizontalInput, verticalInput; private float currentSteerAngle, currentbreakForce; private bool isBreaking; // Settings [SerializeField] private float motorForce, breakForce, maxSteerAngle; // Wheel Colliders [SerializeField] private WheelCollider frontLeftWheelCollider, frontRightWheelCollider; [SerializeField] private WheelCollider rearLeftWheelCollider, rearRightWheelCollider; // Wheels [SerializeField] private Transform frontLeftWheelTransform, frontRightWheelTransform; [SerializeField] private Transform rearLeftWheelTransform, rearRightWheelTransform; private void FixedUpdate() { GetInput(); HandleMotor(); HandleSteering(); UpdateWheels(); } private void GetInput() { // Steering Input horizontalInput = Input.GetAxis("Horizontal"); // Acceleration Input verticalInput = Input.GetAxis("Vertical"); // Breaking Input isBreaking = Input.GetKey(KeyCode.Space); } private void HandleMotor() { frontLeftWheelCollider.motorTorque = verticalInput * motorForce; frontRightWheelCollider.motorTorque = verticalInput * motorForce; currentbreakForce = isBreaking ? breakForce : 0f; ApplyBreaking(); } private void ApplyBreaking() { frontRightWheelCollider.brakeTorque = currentbreakForce; frontLeftWheelCollider.brakeTorque = currentbreakForce; rearLeftWheelCollider.brakeTorque = currentbreakForce; rearRightWheelCollider.brakeTorque = currentbreakForce; } private void HandleSteering() { currentSteerAngle = maxSteerAngle * horizontalInput; frontLeftWheelCollider.steerAngle = currentSteerAngle; frontRightWheelCollider.steerAngle = currentSteerAngle; } private void UpdateWheels() { UpdateSingleWheel(frontLeftWheelCollider, frontLeftWheelTransform); UpdateSingleWheel(frontRightWheelCollider, frontRightWheelTransform); UpdateSingleWheel(rearRightWheelCollider, rearRightWheelTransform); UpdateSingleWheel(rearLeftWheelCollider, rearLeftWheelTransform); } private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform) { Vector3 pos; Quaternion rot; wheelCollider.GetWorldPose(out pos, out rot); wheelTransform.rotation = rot; wheelTransform.position = pos; } }