Super nice work on this! The game looks so juicy with the driving! Glad to know it's not just me who has worked on a car game without really understanding cars!
using drag on rigidbody will result in stopping car instantly. instead of that you can use dragfroce = -D*V. D is damperAmount(constant) and v is velocity in spring direction. you can add this in spring force and that will be your suspension force. Vector3 springDir = transform.up; Vector3 tireWorldVel = carRigidBody.GetPointVelocity(transform.position); float offset = suspensionRestDist - hit.distance; float suspensionVel = Vector3.Dot(springDir, tireWorldVel); float force = (offset * springStrength) - (suspensionVel * springDamper); carRigidBody.AddForceAtPosition(springDir * force, transform.position);
So good to know there's other people who don't know about car physics as well! Gosh, this helped me out so much. Thank you very much, Pascal! Amazing video, and an amazing demonstration. Really appreciate that you shared where you learned about arcade physics.
I would absolutely love to see multiplayer introduced to something like this. And if you wouldn't mind sharing even a small part of any tutorial for this, that would be incredible!
Nice, a friend of mine used the same Unreal physics video to make a similar car in Unity. There are also people who just use a rolling ball as a car and project the car on top.
I really struggle with the controls. When a car is moving slowly, it should turn fast. Also corners are really unpredictable for me. I found myself holding down the drift button and driving like that. Nice work finishing up the project and releasing it!
About Drifting I known, every object has two frction. kineticfriction(for sliding surface) and static friction(of course not sliding face) generically static friction is more higher. if car wheel rolling as car speed, wheel roll whitiout slip(at whell touch ground point). so wheel has (powerful) stop friction and it make stop slip sideway but wheel is slow or stop rolling(commonly use break) wheel is slip with weaker kinetic friction, than car can more slip sideway and rotation more wide range.
Great video. I tried to do the car physics a similar way some time ago but couldn't get it feeling right for me 😅 You did some awesome work there, and I like that truck you made
Hmm, overall pretty good, but adding the drag itself is not a good solution to making the springs behave. The springs being unstable have to do with the math behind them, adding drag is basically a bandaid that has other negative effects like the way the rigidbody now moves through the air. There are some good videos out there on how to tackle springs for cars ^^ I recommend watching a few so you can set drag back to 0 and have proper spring function, that would make it feel even better!
Don't get me wrong, I don't think Exo Colony is bad but I really enjoyed this different type of video, more than the typical devlogs and this game turned out really cool! In fact it would be awesome to see you do another video on this game or at least this type of short side project
One thing thats missing is some body roll: have the car lean back during acceleration, forward during braking, side to side during corners. Should greatly improve the feeling of the car.
heads up if modifier bool tool is broken don't go preferences and click bool tool in editor tab cause unity cant see its cuts you have to use knife tool. hope i expanded it okay but it also could of just been way I export in to unity.
I have two materials with a transparency value, one for the car and one for the "box" and then I just tween the transparency values 0=>1 | 1=>0 based on the given state :)
@@AXISMotionStudio Na I made them via Shader Graph. I had some transparency issues with the car using the standard shader. The method I'm using now is dither-transparency. This is the tutorial I followed: th-cam.com/video/VG-Ux8RHMoA/w-d-xo.html
Dev, we are building in the Metaverse in Upland, and we need a volunteer unity developer on our team. How's your virtual property portfolio? Lets talk about your future in the Real Node LA in the Metaverse.
Thinking about it yeah that's how the majority of vehicles games work even realitic games and sims... Notble excations are KSP, X-plane, R-factor 2 and uh that's all I got right now.
As far as racing games go, you can add pretty much every racing sim, all the games developed by Bugbear Entertainment, BeamNG Drive, MudRunner and its sequels, and probably quite a few "realistic-ish" arcade racing games like the The Crew series, which I believe do simulate wheels and suspensions, just with a ton of aids tacked on. GTA IV is a very good example of arcade driving with realistic physics too.
I've always wanted to make a Sugar Rush fan game and this video is kinda making me wanna try it now except I can't model and have absolutely zero idea of how to use Unity or Unreal Engine (and I have no idea how to code lol) and definitely do not have the patience to put myself through tutorials lol but thanks for the inspiration
Really cool prototype! I also always wanted to make my own arcade racer maybe one day I will! Love also that it is less simulation heavy and more plain fun! How actually did you use the Unity grid map? Is it like Unitys 2D Tilemap?
Why not use Unity wheel coliders? I think it is much simpler to create and have more settings to tweak specific for the car behaviors than spring physics
Mostly because I found the raycast spring idea much more interesting :) I always try to find angles which are interesting for me when I approach these smaller prototype games. Since the idea is not to develop the very best game but to learn a lot and present that in a video it did fit this approach very suitable. But thanks for the advice and I might give wheel colliders a go in the future!
Can you maybe explain how you made that fade in/out effect? Im developing an RTS and I haven’t found a good way yet to fade in/out kind of like a fog of war?
Hello. First of all, awesome video. Secondly, I am new in unity and it would be very helpful if I could get access to the proyect or the scripts. Thank you very much
How did you do the fog? I have been trying to do this look for a while and i haven't figure it out. (edit) I know not your style but a tutorial on the car physics? also amazing video! and game!
Do you mean the "dust" particles around the car? Those are just plain unity3d particle effects. Regarding the car physics, I recommend the video I'm talking about in the video: th-cam.com/video/LG1CtlFRmpU/w-d-xo.html
dude this is awesome! im fascinated by the way you handled this (or i guess the way the unreal people did). i do have one question: how did you find out what counterforce to add to make it stop drifting?
Not sure tbh, I'd have to take a look at my implementation. But I think no, because the anti drift should be only active if there is acceleration input
@@ObviousDev I have a similar setup to yours. But if the road is angled around the Z axis, the car slides side ways down the hill slowly. Like the x component is not canceled out 100%. Must have some mistake somewhere.
@@TheXSpitfire It's because you're simulating dynamic friction without static friction. Most arcade driving physics involves simulating one without the other.
Yes, I am! Next devlog is in the making. But Overall expect more of a 70% of devlogs like this and 30% exo colony, since exo colony needs a lot of boring refactoring and reworks :) I'll explain that in the upcoming Video!
@@ObviousDev Danke für deine Antwort! Freut mich sehr, dass du noch an exo colony arbeitest. Ich habe selbst immer damit zu kämpfen, dass ich meine games nicht aufgebe... deine dev logs sind sehr inspirierend und motivierend für mich und als factorio fan gefällt mir das konzept exo colony sehr. Dein pixel art ist super cool. Alles Liebe aus Österreich!
Super nice work on this! The game looks so juicy with the driving! Glad to know it's not just me who has worked on a car game without really understanding cars!
Thaank you :) Yeah - I think virtual arcade cars are more fun anyways!
@@ObviousDev Absolutely agree with you on that one! :D
Can you do a tutorial, or release the code for the raycast physics? @@ObviousDev
using drag on rigidbody will result in stopping car instantly. instead of that you can use dragfroce = -D*V. D is damperAmount(constant) and v is velocity in spring direction. you can add this in spring force and that will be your suspension force.
Vector3 springDir = transform.up;
Vector3 tireWorldVel = carRigidBody.GetPointVelocity(transform.position);
float offset = suspensionRestDist - hit.distance;
float suspensionVel = Vector3.Dot(springDir, tireWorldVel);
float force = (offset * springStrength) - (suspensionVel * springDamper);
carRigidBody.AddForceAtPosition(springDir * force, transform.position);
or try this video : th-cam.com/video/hbM183WaYl4/w-d-xo.html
I love this, very Micro machines. Superb work!
I’m really liking this, when the car goes of the ramp it doesn’t seem to land how it should though. I’d like to see more of this.
So good to know there's other people who don't know about car physics as well! Gosh, this helped me out so much. Thank you very much, Pascal! Amazing video, and an amazing demonstration. Really appreciate that you shared where you learned about arcade physics.
Nice devlog and racing game😀👍, seeing your devlog helps me in my gamedev, somehow. Your devlogs are good. I am also a game developer.
I would absolutely love to see multiplayer introduced to something like this. And if you wouldn't mind sharing even a small part of any tutorial for this, that would be incredible!
Fantastic to see you making something new! This racer looks great.
Inspiring and thank you for sharing the thought behind the process!
Really nice work my friend.
Great job!
Nice, a friend of mine used the same Unreal physics video to make a similar car in Unity.
There are also people who just use a rolling ball as a car and project the car on top.
I think it would be cool if you make this open source.
So that people can contribute and improve on it.
Other than that, it's pretty epic!
true
I really struggle with the controls. When a car is moving slowly, it should turn fast. Also corners are really unpredictable for me. I found myself holding down the drift button and driving like that.
Nice work finishing up the project and releasing it!
About Drifting I known,
every object has two frction.
kineticfriction(for sliding surface) and static friction(of course not sliding face)
generically static friction is more higher.
if car wheel rolling as car speed, wheel roll whitiout slip(at whell touch ground point). so wheel has (powerful) stop friction and it make stop slip sideway
but wheel is slow or stop rolling(commonly use break) wheel is slip with weaker kinetic friction, than car can more slip sideway and rotation more wide range.
Looks great! I love the smoke particles and sounds
would love to see more of this
Great video. I tried to do the car physics a similar way some time ago but couldn't get it feeling right for me 😅 You did some awesome work there, and I like that truck you made
Hmm, overall pretty good, but adding the drag itself is not a good solution to making the springs behave. The springs being unstable have to do with the math behind them, adding drag is basically a bandaid that has other negative effects like the way the rigidbody now moves through the air.
There are some good videos out there on how to tackle springs for cars ^^ I recommend watching a few so you can set drag back to 0 and have proper spring function, that would make it feel even better!
Oh interesting! Thanks a lot, I'll check those out :)
This is so good, I don’t believe it’s that simple though 😅👍
Nice. Someday I will follow the same path)
Would be super-happy for more detailed tutorial)
i would love a multiplayer for this to completely destroy my friends in it
Don't get me wrong, I don't think Exo Colony is bad but I really enjoyed this different type of video, more than the typical devlogs and this game turned out really cool! In fact it would be awesome to see you do another video on this game or at least this type of short side project
Supercool! Makes me want to make a racing game 😀
This was awesome!
I love this~!
One thing thats missing is some body roll: have the car lean back during acceleration, forward during braking, side to side during corners. Should greatly improve the feeling of the car.
3:30 Love the Initial D reference!
Awesome job!
heads up if modifier bool tool is broken don't go preferences and click bool tool in editor tab cause unity cant see its cuts you have to use knife tool. hope i expanded it okay but it also could of just been way I export in to unity.
3:24 How did you made the transition effect work
I have two materials with a transparency value, one for the car and one for the "box" and then I just tween the transparency values 0=>1 | 1=>0 based on the given state :)
@@ObviousDev thank you for the reply. Are you using standard materials
@@AXISMotionStudio Na I made them via Shader Graph. I had some transparency issues with the car using the standard shader. The method I'm using now is dither-transparency. This is the tutorial I followed:
th-cam.com/video/VG-Ux8RHMoA/w-d-xo.html
Dev, we are building in the Metaverse in Upland, and we need a volunteer unity developer on our team. How's your virtual property portfolio? Lets talk about your future in the Real Node LA in the Metaverse.
Thinking about it yeah that's how the majority of vehicles games work even realitic games and sims... Notble excations are KSP, X-plane, R-factor 2 and uh that's all I got right now.
As far as racing games go, you can add pretty much every racing sim, all the games developed by Bugbear Entertainment, BeamNG Drive, MudRunner and its sequels, and probably quite a few "realistic-ish" arcade racing games like the The Crew series, which I believe do simulate wheels and suspensions, just with a ton of aids tacked on.
GTA IV is a very good example of arcade driving with realistic physics too.
i love it !
Love the track implementation! Any tips on how to toggle the visibility of the tiles?
is the black material on the floor some kind of free asset?
Also looks fun and you could make a more serous small like $5 project of of it if you just add more tracks for 3 hours of content or so.
I've always wanted to make a Sugar Rush fan game and this video is kinda making me wanna try it now except I can't model and have absolutely zero idea of how to use Unity or Unreal Engine (and I have no idea how to code lol) and definitely do not have the patience to put myself through tutorials lol but thanks for the inspiration
Really cool prototype! I also always wanted to make my own arcade racer maybe one day I will! Love also that it is less simulation heavy and more plain fun! How actually did you use the Unity grid map? Is it like Unitys 2D Tilemap?
Yeah it's Unitys Tilemap feature and I just spawn prefabs using the rule tile (since the prefab brush was removed for some reasons :( )
Super Tutorial, can you show how you made the steering?
How did you got the skid trails to not follow you and actually stay on the road, I havent figured that out. Thanks
I'd have to look for the exact setting, but mainly it's about spawning the trail renderer points in world space
Why not use Unity wheel coliders? I think it is much simpler to create and have more settings to tweak specific for the car behaviors than spring physics
Mostly because I found the raycast spring idea much more interesting :) I always try to find angles which are interesting for me when I approach these smaller prototype games. Since the idea is not to develop the very best game but to learn a lot and present that in a video it did fit this approach very suitable. But thanks for the advice and I might give wheel colliders a go in the future!
Amazing! I've been trying to do something similar myself. Struggling with preventing drifting, is it posible to share code for the controller?
🏎🏎🏎🏎
Can you maybe explain how you made that fade in/out effect?
Im developing an RTS and I haven’t found a good way yet to fade in/out kind of like a fog of war?
May I know how you made the blocks appear as you do? the ones who are close to your car
plz man tell me bro hac cai just make a ui button witch rotate my car backward and forward
Hello. First of all, awesome video. Secondly, I am new in unity and it would be very helpful if I could get access to the proyect or the scripts. Thank you very much
How did you do the fog? I have been trying to do this look for a while and i haven't figure it out.
(edit) I know not your style but a tutorial on the car physics? also amazing video! and game!
Do you mean the "dust" particles around the car? Those are just plain unity3d particle effects. Regarding the car physics, I recommend the video I'm talking about in the video:
th-cam.com/video/LG1CtlFRmpU/w-d-xo.html
@@ObviousDev Yeah sorry meant dust! thanks for the response!
sorry for the confusing questions.
@@leaf4645 No problem :) Glad you liked the video!
Make a tutorial for obstacles and track spawning please @ObviousDev
The tutorials
dude this is awesome! im fascinated by the way you handled this (or i guess the way the unreal people did).
i do have one question: how did you find out what counterforce to add to make it stop drifting?
If you park your car on a slope, so that the left wheels are higher than the right...does your "anti drift" stop it from sliding down side ways?
Not sure tbh, I'd have to take a look at my implementation. But I think no, because the anti drift should be only active if there is acceleration input
@@ObviousDev I have a similar setup to yours. But if the road is angled around the Z axis, the car slides side ways down the hill slowly. Like the x component is not canceled out 100%. Must have some mistake somewhere.
@@TheXSpitfire It's because you're simulating dynamic friction without static friction. Most arcade driving physics involves simulating one without the other.
by way can make simple tutorial on particle system trailing a object like car for use
I like better fun car driving jumping physics, and join teaming to create games with UNREAL Engine also :) hello how you like create ?
Plz make a detail video
Why not use WheelColliders?
I'd love to see a tutorial to achieve something like this...I don't know where to start :(
how did you make the track blocks appear with that smooth animation, shaders?
Yeah, transparency shader and then just tweening with a nice curve :)
please tell me you are still working on exocolony... really looking forward to the next dev log. they are so inspirational
Yes, I am! Next devlog is in the making. But Overall expect more of a 70% of devlogs like this and 30% exo colony, since exo colony needs a lot of boring refactoring and reworks :) I'll explain that in the upcoming Video!
@@ObviousDev Danke für deine Antwort! Freut mich sehr, dass du noch an exo colony arbeitest. Ich habe selbst immer damit zu kämpfen, dass ich meine games nicht aufgebe... deine dev logs sind sehr inspirierend und motivierend für mich und als factorio fan gefällt mir das konzept exo colony sehr. Dein pixel art ist super cool. Alles Liebe aus Österreich!
niceee
Any chance of realising the code?
its feels good but the camera isn't that good, I think a better camera is a camera that just follows the car from behind
I think the main inspiration was MicroMachines, which has always had this kind of top down camera.
5:00 the map somehows reminds me of Jojo 🤣
Make a detail video
please make a tutorial for this
How long did this project take?
I did not count the hours.. ~2 months but I only worked on the weekends for maybe 3-4 hours every day
Haha vrum
I need source code please ☹️
2:00 I did same thing to day and blamed on script lol I made
Can I steal your idea :D
an indie game that is not minecraft/zelda ? lol thats crazy
Calling Rocket League a racing game is like calling Counter-Strike a life simulator🤷♂
Haha, okay. Fair enough! (In the context of arcade racing control mechanics the comparison still holds up imho)
🙂👍🇧🇷
Unreal please.
Man hört das du deutsch bist
Ja. Ist auch kein Geheimnis.
Sir GitHub link