I mean next time pls actually test each cobtroler with the same car lile ofc no controler can do the upside down chalenge THEY HAVE A BODY that will get caught even if that isnt why it doesnt work then why dont include the fails?
Also is it maybe possible that the dynamic objects dont work because u dont have suspension or atleast i couldnt rly see it in test 9 you have but in test 9 doesnt seem very springy
NWH Vehicle Physics dev here, great work on the wheel so far. Currently reworking the WheelController3D so expect a rematch soon :) Edit: The update is out.
@@StudioTatsu Thank you for the reply. It is pretty much a complete rewrite with a lot of tricks used so it is overall a lot more polished, has better ground detection, etc. Still, the principle and the limitations are still mostly the same as I am targeting a wide range of use cases, including mobile, so performance is of high importance to me. However, a softbody wheel will be arriving soon(TM) (hopefully it makes it into the 2023 comparison) :)
@@NWHCodingI have a concept for a Honda/Acura "classics collection" game in Unity and I am looking into using your physics engine. Any more updates planned? Looking at the documentation, I'm very confused by the way your physics engine interprets engine power, there doesn't seem to be a way to create a specific torque curve, as I would likely need to do to simulate things like VTEC in the game.
Reverse not working against platform rotation is actually because I am using Rigidbody velocity to determine if the vehicle is stopped, and from this I assume most devs do the same. Thank you for highlighting this. Using the video right now as one large bug / improvement report right now while working on WheelController3D Beta :)
I’m glad this video is helping the industry evolve. I can’t wait to see your final results. Tip: Velocity can also be determined by the wheels angular velocity.
@@StudioTatsu Thank you for making the comprehensive video. I actually got a bit of inspiration from it for making my own torture course so I can test things out better. As a dev I always tend to go easy on my projects when testing so I miss things :). It definitely can be used, I just have it standardized as I am using the Vehicle base class across all the physics assets that I have (vehicle physics, aircraft controller, water physics) so that a player can switch between all 3 types of vehicles seamlessly. So I just plugged in the available Velocity value from there. And there is a small issue with using angular velocity - wheels can be blocked by braking. This is actually the first time I saw this mentioned by anyone, apparently turntables are not popular on the customer side.
and I thought my Multi-Ray approach would be great lol I'd be highly interested how you did solve the collisions though! Something like SphereCast and SweepTest or something completely different?
I have been working on my own wheel collider system (currently im using sweeptest) and the problem with them is you can only cast in one direction and I was wondering how you achieved colliders that can collide on any part of the wheel. from your reddit and the unity forums it seems like your using a mesh collider but im pretty sure your not using sweep tests
Are you using a shapecast similar to the Uncharted 4x4 GDC talk or are the wheels actually physically simulated (for collision and not grip)? I'm mainly curious how the vehicle sticks to rotating platforms realistically if the tires are a shapecast, or if they are actually physical objects how they don't interfere with the vehicle simulation. Amazing work!
Hello, awesome technology and great video. Thank you for sharing this. Can you share more information about performance? You showed us 200 four-wheeled cars but will the performance be the same as let's say 100 8-wheeled vehicles? Does it scale linearly per wheel or is there any specific handling inside the solver for each vehicle? I'm already looking forward for next video update and hopefully a new game in the future.
The performance scales per wheel. Only active wheels in contact with a surface will use CPU resources. If the wheel is inactive or not touching a surface, it is ignored. This allows support for many wheels.
are or have you tried using articulation bodies as a wheel collider system? From my experience they’re a pretty good solution for mesh based wheel colliders.
@@StudioTatsu I’ve worked on the project further and they seem to work great, the only problem i’m having is that i’m stuck with a capsule collider for the wheels. I can’t use a mesh cylinder collider since the wheel physically rotates. meaning the car would be jittery unless the cylinder was perfectly smooth.
I use both engines. I choose unity to make games because I can code faster in C#. I’ve use unreal from time to time, but the Build Times are insanely long. 🙁
This is really great work! I watched the video severeal times now, and I'm trying to make something similar in Unreal. I saw in your description, and on your webpage, that you're moving to Unreal as well. I'm running into an issue, that it's not possible to raycast cylinder shape in Unreal, we only got line, box, sphere, and capsule. I don't know how you've done it, so I'm only guessing that it's a cylinder shaped raycast? If you ever figure out how to do it in Unreal, I'd love to hear it, and maybe even if you can point me in the right direction, because right now I'm pulling my hair. Thanks in advance, and again, you've done something really awesome here. Wish you the best.
how did you implement tyre friction? is it unitys friction model or is it made from scratch? if you made it from scratch how does it interact with other rigidbodies
Honestly the size wouldn’t matter mainly because (with the exception of multiple raycast wheels) the single raycast and standard wheel colliders only uses a single ray that is cast down to detect the ground. Volumetric wheels detect any collision in the volume of the wheel. Also it would be pain to set all of these vehicle systems up with the same car. That’s why I used the vehicles included with their asset packages.
Have you written your own collision detection for this? I was thinking hard for my own similar sort of solution but then realized that for unity's standard collision detection, on of the object has to have a rigidbody component attached, that is where I've stuck badly. I don't know how to make custom collision detection. Can you just pls tell if you're using standard detection or custom. If you're using standard atleast it will give a hope:) Also uh any update on your game and tutorials? Hope the tutorials are still planned atleast, idc about when, just if they are gonna be there.
@@nurdi21 Don't believe everything you see in the videos! Remember that it is easy to make demonstration videos where one man can cut scenes and compose them as he pleases (after effects). In reality you don't know how it works. The physics of the aforementioned vehicle of uncharted4 was created by a team of professional developers and mathematicians in months of work and only one developer, however good, is not able to achieve these results.
@@bebomiles3021 Yes, it is correct perspective, we should be suspicious. But they seems real in general, also it was seen in previous videos of channel. :)) Also, we don't know it is only one developer ;)
hello, i have a few questions. do you use unity built in rigidbody system or created your own? the same question is for wheels: do they have rigidbody or do they have your own implementation? i have already read in comments, that collision system is custom. thanks in advance, i would be really glad if you replied!
If you ever decide to sell this tech on the Assetstore, I'll surely get it. Looks quite right for the arcade racer game I have in mind (not a Monstertruck / destruction game) :-)
Are you using unity dots collider cast(havok physics) for the your wheel collider? And in the last gameplay in ramp or loops the wheel was penetrating the ground sometimes. How will you fix those kind of problem ? Can you tell me in short please? I am making my wheel collider,please answer 🙏
@@NewLife973 Thanks, I have done the implementation correctly - What I meant is I don't like it during gameplay. Like the ackerman steering, it works, but during gameplay it feels more "real" than I like for an arcade driving game. So it's about the balance between realistic and fun.
@@StudioTatsu I see. Personally I prefer another approach, making making everything as realistic as possible and then add a steering/ driving helper to make the car easier to control. It pays better on the long run.
They’re not optimized. Tried it before and was met with an onslaught of “why doesn’t it run on my potato” comments. So now I’m just focusing on tech and building awareness until I start releasing optimized demos or the early access game.
@@StudioTatsu Wow so you published something and I did not notice? However it is true I understand you! people will always complain whether you do good things or bad things! In one beta demos with hardware specifications in description, specifying to help you with bug feedback, I don't see what reason they have to complain. However, I continue to follow you in the hope of trying your demo when you feel ready. Good job.
I started with the "Standard Assets (for Unity 2018.4)" from the asset store. Once I had a better understanding of how to make a vehicle move in Unity, I started watching videos on TH-cam on how they actually move (Not from games, from real life) suspension, contact patch, torque, roll bars etc., You have to understand how vehicles work before you can recreate them in games.
@@StudioTatsu I also started with a unity tutorial called "Unity WheelCollider Tutorial ", i've followed all the instructions and I learned how to make car move, now I am trying to make car drifting , which is gonna to be a new challenge for me :D
Hi man. I have a question for you. Answer it as a challenge or a test of your collider. If the wheel is not cylindrical, but perhaps oval, as if a tire has burst and the rim is bent. Can your wheel collider respond to such a challenge? Just for fun. Thanks for your work!
If you're asking if the vehicles can drive physically correct on a deformed rim - the answer is yes. It will wobble from the bent rims and flat tires. The problem is from a gameplay perspective - players will hate it. You would need to drive extra carefully because almost everything will flatten and damage the rim due to the physics. High Jumps, going fast over bumps, sidewalks, etc.,
Yes, I have games in the works, but I am developing a framework first to help me create games faster and better. Covid delayed production - I'm finally returning to game development. The Framework only consists of tools, not graphics - this will prevent the games from looking outdated visually when I start working on them.
Many of the Unity developers have updated their vehicle assets to perform better after this video. Most of the examples I have shown are not necessary for all games.
@@StudioTatsu Allright i sub to stay Informed. I have some ideas or a wish. If there could be some levels that resemble Motorstorm ofroad style. Would be fun if the Car explods, when ya Boost to Long😁
@@StudioTatsu I created this asset: assetstore.unity.com/packages/tools/physics/ms-vehicle-system-vehicle-controller-88035 I was sad not to see him in the comparison, but at the same time, I was happy not to see him being slaughtered in the comparison, hsuashasuashasuas. I'm looking for an alternative to replace the WheelColliders for a while, and this video of yours is simply amazing !!! Someday I might be able to make a 2.5D WheelCollider that at least doesn't cross the curb of the streets.
I wanted to focus on different wheel collider use cases, not actual vehicle systems. I’m Wasn’t trying to make any of the developers look bad, I just wanted to demonstrate the challenges we face as developers with using wheel collisions the traditional way. All of those assets, including yours are very well made. The goal was to motivate and inspire developers to raise the bar. :)
This comparison is biased because of different wheel sizes, masses and shapes of each vehicle. What should be done is using same wheel size, car mesh and vehicle mass for each controller. Tatsu seems better because of huge wheels and convinienty placed carcass at high level.
I forgot about your channels... It all seems nice, but since 2019 I have been following you and still today you write "we don't have any games planned, we don't put tech demos, we don't plan to distribute assets, we do not know what we will do and if we will do it" 😅. In the other channels I saw that you were proceeding with a game and then you gave up the project ... I honestly do not know whether to take you seriously! 😂😂😂
TLDR: I just want to make fun games. lol, I gave up on the prototype I was developing - because I couldn't feel the "fun." If it isn't fun for 5 minutes, there is no way I can make it fun for hours. Over the last few years, I've learned one major thing. Don't rush a release. So many rushed AAA games failed horribly. If I don't enjoy the prototype or it isn't fun to me - I'm killing it. Simple as that. I have several ideas planned for prototypes - but no games scheduled for a release. The nice thing is, with each prototype - my tech improves, and it becomes easier and easier to make games. For example, last weekend, I created a Monster Truck Prototype, which only took two and half days. Last year the same prototype would have taken a month or more. Once I'm happy with a prototype, and it feels fun - then and only then will I start developing the game. Honestly, I'm making a game I want to play myself - selling it to the public is just an added bonus.
@@StudioTatsu I understand your thinking perfectly. This is what happens to those who develop games alone where you risk becoming too self-critical and trashing any project after a month by finding the PC full of prototype folders that could be fun for other users but will never see the light. Furthermore, after years of work and personal improvements but without having achieved anything, the risk is that we get tired and abandon everything. I have been following your projects for a long time and I see the current ones that are not fun for you but believe me if I tell you that I would waste hours playing even with the "monster truck or the toy cube" that destroys and does stunts. Think BeamNG (a seemingly useless game where the only purpose is to crash). Apparently it doesn't make much sense ... yet it has enormous success because fun is a very personal thing. I hope that sooner or later you will give us the opportunity to play some small paid tech demos. If you posted on the site for a few dollars the tech demos that you made us want but only you played them, I think I would have bought them all to play with brain off in the breaks (and believe me that we need these little moments of distraction and that's what games are for). 😉 P.s. Sorry for the novel 😅😅😅
@@csdigital8106 You have to be patient, he said he will publish! In the meantime, during the lockdown, I spent my salaries on steam and itch.io on video games... 😷😷😷 but as soon as we return to normal I will prefer to be outdoors with friends. 😁
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Tutorials are planned AFTER I release a game, no dates confirmed yet.
Tutorials for writing whole volumetric tyre system?
@@TheHumppaidiootti No, that would take forever. Tutorials in General - tutorials that don't already exist on TH-cam or elsewhere.
@@StudioTatsu Thanks a lot.
I mean next time pls actually test each cobtroler with the same car lile ofc no controler can do the upside down chalenge THEY HAVE A BODY that will get caught even if that isnt why it doesnt work then why dont include the fails?
Also is it maybe possible that the dynamic objects dont work because u dont have suspension or atleast i couldnt rly see it in test 9 you have but in test 9 doesnt seem very springy
This whole video is just a huge flex.
I love it, good stuff.
NWH Vehicle Physics dev here, great work on the wheel so far. Currently reworking the WheelController3D so expect a rematch soon :)
Edit: The update is out.
Awesome! I can't wait. I will make a 2023 Unity Next-Gen Wheels Update..
@@StudioTatsu Thank you for the reply. It is pretty much a complete rewrite with a lot of tricks used so it is overall a lot more polished, has better ground detection, etc. Still, the principle and the limitations are still mostly the same as I am targeting a wide range of use cases, including mobile, so performance is of high importance to me. However, a softbody wheel will be arriving soon(TM) (hopefully it makes it into the 2023 comparison) :)
@@NWHCodingI have a concept for a Honda/Acura "classics collection" game in Unity and I am looking into using your physics engine. Any more updates planned? Looking at the documentation, I'm very confused by the way your physics engine interprets engine power, there doesn't seem to be a way to create a specific torque curve, as I would likely need to do to simulate things like VTEC in the game.
Reverse not working against platform rotation is actually because I am using Rigidbody velocity to determine if the vehicle is stopped, and from this I assume most devs do the same. Thank you for highlighting this. Using the video right now as one large bug / improvement report right now while working on WheelController3D Beta :)
I’m glad this video is helping the industry evolve. I can’t wait to see your final results. Tip: Velocity can also be determined by the wheels angular velocity.
@@StudioTatsu Thank you for making the comprehensive video. I actually got a bit of inspiration from it for making my own torture course so I can test things out better. As a dev I always tend to go easy on my projects when testing so I miss things :).
It definitely can be used, I just have it standardized as I am using the Vehicle base class across all the physics assets that I have (vehicle physics, aircraft controller, water physics) so that a player can switch between all 3 types of vehicles seamlessly. So I just plugged in the available Velocity value from there. And there is a small issue with using angular velocity - wheels can be blocked by braking. This is actually the first time I saw this mentioned by anyone, apparently turntables are not popular on the customer side.
What we are all brought to here just only gives us more intrest in things that will be famous one day :)
and I thought my Multi-Ray approach would be great lol
I'd be highly interested how you did solve the collisions though!
Something like SphereCast and SweepTest or something completely different?
Damn, I thought this was an asset showcase.
I was 100% ready to toss money at this.
these toyboxes are so cute! :)
I have been working on my own wheel collider system (currently im using sweeptest) and the problem with them is you can only cast in one direction and I was wondering how you achieved colliders that can collide on any part of the wheel. from your reddit and the unity forums it seems like your using a mesh collider but im pretty sure your not using sweep tests
Are you using a shapecast similar to the Uncharted 4x4 GDC talk or are the wheels actually physically simulated (for collision and not grip)? I'm mainly curious how the vehicle sticks to rotating platforms realistically if the tires are a shapecast, or if they are actually physical objects how they don't interfere with the vehicle simulation.
Amazing work!
I am using calculations similar to the uncharted 4x4 approach, and I use solid object proxies to allow wheel on wheel collisions.
I'd love to take a look under the hood of your wheel colliders. Mainly because I couldn't get very far with anything I've found on the internet.
Hello, awesome technology and great video. Thank you for sharing this.
Can you share more information about performance? You showed us 200 four-wheeled cars but will the performance be the same as let's say 100 8-wheeled vehicles? Does it scale linearly per wheel or is there any specific handling inside the solver for each vehicle?
I'm already looking forward for next video update and hopefully a new game in the future.
The performance scales per wheel. Only active wheels in contact with a surface will use CPU resources.
If the wheel is inactive or not touching a surface, it is ignored. This allows support for many wheels.
@@StudioTatsu That's really impressive, thank you for the answer. Best of luck with the project.
are or have you tried using articulation bodies as a wheel collider system? From my experience they’re a pretty good solution for mesh based wheel colliders.
I've been looking more into articulation bodies, when I first started on this they were not stable. Seems like a good option.
@@StudioTatsu I’ve worked on the project further and they seem to work great, the only problem i’m having is that i’m stuck with a capsule collider for the wheels. I can’t use a mesh cylinder collider since the wheel physically rotates. meaning the car would be jittery unless the cylinder was perfectly smooth.
Not even my favorite vehicle controller can pass these tests?! Good job
Thanks! 👍
Fantastic physics!
I would like to start studying how to make games and I wanted to ask you .. why did you choose Unity instead of Unreal?
I use both engines. I choose unity to make games because I can code faster in C#. I’ve use unreal from time to time, but the Build Times are insanely long. 🙁
@@StudioTatsu Thanks so much! it is an excellent evaluation support.
@@StudioTatsu Unreal Engine is amazing engine 👍🏻. My favorite 🥳
This is really great work!
I watched the video severeal times now, and I'm trying to make something similar in Unreal.
I saw in your description, and on your webpage, that you're moving to Unreal as well.
I'm running into an issue, that it's not possible to raycast cylinder shape in Unreal, we only got line, box, sphere, and capsule.
I don't know how you've done it, so I'm only guessing that it's a cylinder shaped raycast?
If you ever figure out how to do it in Unreal, I'd love to hear it, and maybe even if you can point me in the right direction, because right now I'm pulling my hair.
Thanks in advance, and again, you've done something really awesome here.
Wish you the best.
Still experimenting with Unreal. So far, It looks like I will have to design a custom collision system to replicate my work in Unity.
Well, if u want a cylinder shape raycast
Try visualizing it as a mixture of a capsulecast and boxcast
how did you implement tyre friction? is it unitys friction model or is it made from scratch? if you made it from scratch how does it interact with other rigidbodies
I've used several formulas from this link.
asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html
How much bragging do you want?
Tatsu: yes
lol. bragging no, evolution yes.
I need a game with your system cause its awesome
I love your work! It’s cool seeing you experiment
Can it park on an inclined surface? And I mean PARK, not slowly slide down.
Great, how does it compare to the "Truss Physics"?
Truss Physics couldn't handle more than 5 vehicles without crashing. Other than that the wheel collision detection is pretty decent.
Wow I will reconsider my car physics now
Hi Could you please explain what a volumetric collider is and also guide me on how to create one? Thank you so much!
i think all vehicles should have same wheel sizes for apples to apples comparison
Honestly the size wouldn’t matter mainly because (with the exception of multiple raycast wheels) the single raycast and standard wheel colliders only uses a single ray that is cast down to detect the ground. Volumetric wheels detect any collision in the volume of the wheel.
Also it would be pain to set all of these vehicle systems up with the same car. That’s why I used the vehicles included with their asset packages.
Have you written your own collision detection for this?
I was thinking hard for my own similar sort of solution but then realized that for unity's standard collision detection, on of the object has to have a rigidbody component attached, that is where I've stuck badly. I don't know how to make custom collision detection.
Can you just pls tell if you're using standard detection or custom. If you're using standard atleast it will give a hope:)
Also uh any update on your game and tutorials? Hope the tutorials are still planned atleast, idc about when, just if they are gonna be there.
I am using PhysX, with several custom collision detection systems.
Thanks for replying, I'll try to look into it as well
Can you tell us a little bit about how you created the volumetric collider to give some idea?
honestly, I just expanded the concept from this video th-cam.com/video/SKXqWcaoTGE/w-d-xo.html
Thank you 😊
@@nurdi21 Don't believe everything you see in the videos!
Remember that it is easy to make demonstration videos where one man can cut scenes and compose them as he pleases (after effects).
In reality you don't know how it works.
The physics of the aforementioned vehicle of uncharted4 was created by a team of professional developers and mathematicians in months of work and only one developer, however good, is not able to achieve these results.
@@bebomiles3021 Yes, it is correct perspective, we should be suspicious.
But they seems real in general, also it was seen in previous videos of channel. :))
Also, we don't know it is only one developer ;)
@@bebomiles3021 ...Unless the developer is a 40 year old dude who spent half of his lifetime growing a giant beard.
hello, i have a few questions. do you use unity built in rigidbody system or created your own? the same question is for wheels: do they have rigidbody or do they have your own implementation? i have already read in comments, that collision system is custom. thanks in advance, i would be really glad if you replied!
Amazing, great work!
Thank you! Cheers!
If you ever decide to sell this tech on the Assetstore, I'll surely get it. Looks quite right for the arcade racer game I have in mind (not a Monstertruck / destruction game) :-)
I am currently moving to Unreal Engine. I may revisit this and convert it into a Unity Asset later. No Promises.
@@StudioTatsu Is it possible that you would release this on the Unreal Marketplace instead?
@@HelloBard No. Sadly, I wouldn't have time to support it or the developers using it. My primary focus is developing games.
@@StudioTatsu Totally understand! And good to keep your focus on gamedev, we need a game like this :D
@@StudioTatsu This stuff is incredible! What was the reason for the switch to Unreal?
Is a revenge video coming soon? NWH has tweaked their stuff a lot, I am curious to see if they managed to fix the shown issues.
They have fixed most of the issues. NWH is definitely one of the best ones out there.
Nwh vehicle physics looked the best at 9:24
Are you using unity dots collider cast(havok physics) for the your wheel collider? And in the last gameplay in ramp or loops the wheel was penetrating the ground sometimes. How will you fix those kind of problem ? Can you tell me in short please? I am making my wheel collider,please answer 🙏
The wheel penetration thru the loop is fixed (I didn't have the rebound force set in demo).
No I'm not using havok physics.
@@StudioTatsu thank you so much for replying
Are you selling this on the unity asset store or somewhere? I wanna buy it and use it to make a game of my own. Great work btw.
did you miss the first 5 seconds of this video? wtf?
@@schebbi yea I did actually. Still wanna buy it.
Excellent work, as always! What about differentials? Which kind did you implement?
open and locked - (doesn't work as well as I would like) But since I'm not making a sim it's good enough.
@@StudioTatsu if you are interested Ican share the code to implement a correct locked differential. You just need to reaction force from the wheel
@@NewLife973 Thanks, I have done the implementation correctly - What I meant is I don't like it during gameplay. Like the ackerman steering, it works, but during gameplay it feels more "real" than I like for an arcade driving game. So it's about the balance between realistic and fun.
@@StudioTatsu I see. Personally I prefer another approach, making making everything as realistic as possible and then add a steering/ driving helper to make the car easier to control. It pays better on the long run.
@@NewLife973 lol. That is understandable. I've already made it realistic, now I'm dialing it back to "Fun Physics" instead of "Sim Physics"
What does volumetric wheel collider mean?
Will there be tyre deformation? I don't see it in this video.
yes, still working on a GPU based solution.
@@StudioTatsu Great news! I've been a huge fan of tyre deformation ever since Live for Speed introduced it 16 years ago, or so.
Bro can you explain through a tutorial
That might help us pls....
I will make tutorials eventually, I'm still learning too.
@@StudioTatsu well you know more than me that's enough
Very cool, did you also code a differential system ?
Yes, but it is very sim-cade.
Does It Work For Android
I will wait for this asset in the asset store
@@nabilsahsadasuratno8058 it will never release, it’s a internal tool for future games of Studio Tatsu
any plan to release on assetstore ?
Well it's either make games or (make assets/support customers), can't do both. Currently only interested in making games.
Incredible.
Thanks
dude you are genius I love it
Great job! I was wondering why you chose not to publish the demos ...
They’re not optimized. Tried it before and was met with an onslaught of “why doesn’t it run on my potato” comments. So now I’m just focusing on tech and building awareness until I start releasing optimized demos or the early access game.
@@StudioTatsu Wow so you published something and I did not notice?
However it is true I understand you! people will always complain whether you do good things or bad things! In one beta demos with hardware specifications in description, specifying to help you with bug feedback, I don't see what reason they have to complain.
However, I continue to follow you in the hope of trying your demo when you feel ready.
Good job.
are the wheels rigidbodys ? did you add force or torque ? what type of collider did you use , please tell
i watch the video 3 times 🤣
awesome, any tutorial available?
Sorry, no
Can you please tell me how you start learning about vehicles and unity , I really want to learn too :D
I started with the "Standard Assets (for Unity 2018.4)" from the asset store. Once I had a better understanding of how to make a vehicle move in Unity, I started watching videos on TH-cam on how they actually move (Not from games, from real life) suspension, contact patch, torque, roll bars etc., You have to understand how vehicles work before you can recreate them in games.
thanks for reply ❤
@@StudioTatsu I also started with a unity tutorial called "Unity WheelCollider Tutorial ", i've followed all the instructions and I learned how to make car move, now I am trying to make car drifting ,
which is gonna to be a new challenge for me :D
Hi man.
I have a question for you. Answer it as a challenge or a test of your collider. If the wheel is not cylindrical, but perhaps oval, as if a tire has burst and the rim is bent. Can your wheel collider respond to such a challenge? Just for fun. Thanks for your work!
If you're asking if the vehicles can drive physically correct on a deformed rim - the answer is yes. It will wobble from the bent rims and flat tires. The problem is from a gameplay perspective - players will hate it. You would need to drive extra carefully because almost everything will flatten and damage the rim due to the physics. High Jumps, going fast over bumps, sidewalks, etc.,
Excellent video!, But won't you be making any games/ do you have any?
Yes, I have games in the works, but I am developing a framework first to help me create games faster and better.
Covid delayed production - I'm finally returning to game development.
The Framework only consists of tools, not graphics - this will prevent the games from looking outdated visually when I start working on them.
top tier stuff.
What about vehicle sounds?
vehicle sounds can be heard in the final challenge. Or are asking me to make a video about vehicle sounds?
@@StudioTatsu Exactly. Will you make a video about sound
@@psychotechnic ok, I'll add that to the list of videos to make.
@@StudioTatsu Thanks, keep up the good work
If it weren't for you, I don't know what to do, I don't want to spend money on it
Many of the Unity developers have updated their vehicle assets to perform better after this video.
Most of the examples I have shown are not necessary for all games.
Are you using PhysX or another lib?
PhysX
I want to do a new Motorstorm, your Car and crash physics would be awesome...😁 but i have no idea how to use unity....😅
It’s about a million tutorials online and TH-cam. Not an excuse. 😉 Go for it.
@@StudioTatsu yeah, you're right. Im just lazy😁 still great work you did! Will it be for purchase some day?
@@HappyTheory Games I create will be available for purchase someday.
@@StudioTatsu Allright i sub to stay Informed. I have some ideas or a wish. If there could be some levels that resemble Motorstorm ofroad style. Would be fun if the Car explods, when ya Boost to Long😁
DOTS ???
Jobs and Burst. Not using DOTS yet. It keeps changing.
@@StudioTatsu I created this asset: assetstore.unity.com/packages/tools/physics/ms-vehicle-system-vehicle-controller-88035
I was sad not to see him in the comparison, but at the same time, I was happy not to see him being slaughtered in the comparison, hsuashasuashasuas.
I'm looking for an alternative to replace the WheelColliders for a while, and this video of yours is simply amazing !!! Someday I might be able to make a 2.5D WheelCollider that at least doesn't cross the curb of the streets.
I wanted to focus on different wheel collider use cases, not actual vehicle systems. I’m Wasn’t trying to make any of the developers look bad, I just wanted to demonstrate the challenges we face as developers with using wheel collisions the traditional way. All of those assets, including yours are very well made.
The goal was to motivate and inspire developers to raise the bar. :)
@@marcosschultzunity have used MS Vehicle system, worked well for me, you did great job dude 💜
"Sizes shouldn't matter. It should just work."
That's what I've been trying to say to a potential girlfriend. Still doesn't work.
Nice
This comparison is biased because of different wheel sizes, masses and shapes of each vehicle.
What should be done is using same wheel size, car mesh and vehicle mass for each controller.
Tatsu seems better because of huge wheels and convinienty placed carcass at high level.
Wheel Size doesn’t matter when they are using raycast. It actually looks worst for the other controllers when the wheel is bigger.
I like this
I forgot about your channels... It all seems nice, but since 2019 I have been following you and still today you write "we don't have any games planned, we don't put tech demos, we don't plan to distribute assets, we do not know what we will do and if we will do it" 😅.
In the other channels I saw that you were proceeding with a game and then you gave up the project ... I honestly do not know whether to take you seriously! 😂😂😂
TLDR: I just want to make fun games.
lol, I gave up on the prototype I was developing - because I couldn't feel the "fun." If it isn't fun for 5 minutes, there is no way I can make it fun for hours.
Over the last few years, I've learned one major thing. Don't rush a release. So many rushed AAA games failed horribly.
If I don't enjoy the prototype or it isn't fun to me - I'm killing it. Simple as that. I have several ideas planned for prototypes - but no games scheduled for a release.
The nice thing is, with each prototype - my tech improves, and it becomes easier and easier to make games. For example, last weekend, I created a Monster Truck Prototype, which only took two and half days. Last year the same prototype would have taken a month or more.
Once I'm happy with a prototype, and it feels fun - then and only then will I start developing the game. Honestly, I'm making a game I want to play myself - selling it to the public is just an added bonus.
@@StudioTatsu I understand your thinking perfectly.
This is what happens to those who develop games alone where you risk becoming too self-critical and trashing any project after a month by finding the PC full of prototype folders that could be fun for other users but will never see the light.
Furthermore, after years of work and personal improvements but without having achieved anything, the risk is that we get tired and abandon everything.
I have been following your projects for a long time and I see the current ones that are not fun for you but believe me if I tell you that I would waste hours playing even with the "monster truck or the toy cube" that destroys and does stunts.
Think BeamNG (a seemingly useless game where the only purpose is to crash). Apparently it doesn't make much sense ... yet it has enormous success because fun is a very personal thing.
I hope that sooner or later you will give us the opportunity to play some small paid tech demos. If you posted on the site for a few dollars the tech demos that you made us want but only you played them, I think I would have bought them all to play with brain off in the breaks (and believe me that we need these little moments of distraction and that's what games are for). 😉
P.s. Sorry for the novel 😅😅😅
@@csdigital8106 You have to be patient, he said he will publish!
In the meantime, during the lockdown, I spent my salaries on steam and itch.io on video games... 😷😷😷 but as soon as we return to normal I will prefer to be outdoors with friends. 😁
can I have your taste toybox collider
Link? Android please!)))
sorry, this is not a PC or android game.
Wow
Shut up and take my money
Love u