
Vehicle Physics
2.8K posts

Vehicle Physics
@VehiclePhysics
Physics, vehicle dynamics, @Unity expert. Author of: Edy’s Vehicle Physics (EVP) and Vehicle Physics Pro (VPP). Development Updates: #vppdev


I've updated my "Comprehensive Guide to the Execution Order of Unity Event Functions" with new information and changes for clarity and disambiguation. Download: edy.es/dev/docs/a-com… Discussion: forum.unity.com/threads/a-comp… #unity3d #unitytips #programming


I've updated my "Comprehensive Guide to the Execution Order of Unity Event Functions" with new information and changes for clarity and disambiguation. Download: edy.es/dev/docs/a-com… Discussion: forum.unity.com/threads/a-comp… #unity3d #unitytips #programming











The so much requested turbo is here. First iteration though. AI driving, even with no traction assist they can still handle most oversteering. The dashboard starts to look like an airplane... Originally I wanted to get away without turbo, but eventually I got excited about it.


















Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays?









