Riders of the kerbs. A beautiful slow-motion view of the new tire contact model in Vehicle Physics Pro. Watch as the tire rides over the top of a kerb, with the contact patch dynamically adapting to the surface.
Riders of the kerbs. A beautiful slow-motion view of the new tire contact model in Vehicle Physics Pro. Watch as the tire rides over the top of a kerb, with the contact patch dynamically adapting to the surface.
Testing friction and damping effects using the standard device force, without relying on DirectInput effects. This implementation provides full control over FFB effects, enabling more realistic steering forces.
14 years of Edy’s Vehicle Physics! To celebrate, we're rolling out a special anniversary sale—get the latest version of EVP for just ~$20 from March 13 to March 27. Don't miss it!
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
An advanced industrial mining simulator powered by Vehicle Physics Pro, used to train operators on real heavy machinery.
Video:
Testing signal processing filters for advanced force feedback effects. Updating FFB from a dedicated thread at a precise 100 Hz brings a massive improvement. The FFB effects even remain active when Unity loses focus and “Run in background” is disabled.
#ScreenShotSaturday Testing static tire friction precision with the vehicle positioned far from the origin. The vehicle remains completely stationary on slopes, unaffected by floating-point precision errors.
Working on multi-threaded device polling for force feedback (FFB) devices. A separate thread continuously reads the device state and applies force feedback immediately, enabling high-frequency advanced FFB effects
#UnityTips How many triangles should a road track collider have? The truth is, the triangle count isn’t as important as keeping the mesh split into patches no longer than 100 meters.
The collider in the picture has 3,100 triangles and covers a 60m track segment. For a track over 20 km long, there are 370 collider patches like this, totaling 820,000 triangles.
New comprehensive layout for the Block Debugger component in Vehicle Physics Pro. The Block Debugger shows every part of the vehicle's powertrain ("block") and their state. This example shows the 22 blocks of an 8WD powertrain with regenerative steering.
Interesting talk: "Vehicle Physics and Tire Dynamics in Just Cause 4" https://www.youtube.com/watch?v=0jsENVOmkxc
After watching this amazing video by Matthias Müller, I’m seriously considering writing my own rigid body simulator. Since I’m already writing engine-independent code, integrating it into Unity—even for VPP vehicles—should be relatively straightforward. Plus, I could use Unity’s contact detection for seamless interaction with standard Unity rigidbodies!
The stable branch across all VPP editions has been updated to SDK v9.6.
“Easy 6 out of 5 stars” Thank you for the fantastic review of Edy’s Vehicle Physics! I’m always happy to help
The latest update, EVP version 5.5.2, is now available on the Unity Asset Store:
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
New version of Edy’s Vehicle Physics! v5.5 now supports custom gravity directions. In the video, gravity is configured to the “down” direction of the vehicle, so it can literally drive on any surface, even upside down.
Asset Store: https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
That opens a ton of gameplay possibilities! Just ensure not rolling over, or the car will fall up infinitely .
#UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world!
Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
#UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world!
Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
#UnityTips Why do colliders sometimes fail to work? To ensure consistent collisions in 3D physics, always move rigidbodies using AddForce/AddTorque exclusively from FixedUpdate.
Directly modifying Transform.position, Rigidbody.position, or using Rigidbody.MovePosition bypasses the physics solver, leading to collision glitches.
Example: https://discussions.unity.com/t/colliders-work-sometimes-dont-work-other-times/1580147
The tire and suspension models of Vehicle Physics Pro explained in great detail by Nico Perrin himself! This video is part of the 424 School of Engineering series, where Nico covers every aspect of the 424 hypercar project.
Watch it here: https://www.youtube.com/watch?v=OKI3mvTJzeg&t=1169s
Having fun with the demo of Edy’s Vehicle Physics! This player managed to rack up 367 points in car damage! The next version of the demo will definitely feature some new additions and more cars
Try the current demo here: https://www.edy.es/dev/vehicle-physics/demo/
The full package, including the code and this exact demo scene, is available on the Asset Store: https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403