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#gamephysics

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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.

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 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: assetstore.unity.com/packages/

That opens a ton of gameplay possibilities! Just ensure not rolling over, or the car will fall up infinitely 😂.

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: discussions.unity.com/t/collid

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: edy.es/dev/vehicle-physics/dem

The full package, including the code and this exact demo scene, is available on the Asset Store: assetstore.unity.com/packages/