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.
The kinematic suspension is now working—next up: kinematic steering in Vehicle Physics Pro! This will simulate the track rod and steering rack, introducing new steering effects such as kinematic Ackermann, bump steer, and roll steer. It will also enable accurate simulation of forces in the steering rack, determining the force feedback in the steering wheel.
#ScreenShotSaturday This is how noisy the steering rate can get when calculated from the position data of a steering wheel device.
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
Completed the new onboard display for the 424. It features lap timing, an input monitor, essential battery temperature data, and more. Works great in VR too!
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.
There’s a new version of the FREE Community Edition of Vehicle Physics Pro! Version 1.5 is here with several updates:
- SDK updated to v9.6.
- Up to 50% performance boost, matching the paid editions.
- New engine Power Cap setting for realistic power curves in combustion engines.
- Various fixes and improvements.
- Minimum Unity version supported: 2019.4.
Available now in the Asset Store: https://assetstore.unity.com/packages/tools/physics/vehicle-physics-pro-community-edition-153556
The stable branch across all VPP editions has been updated to SDK v9.6.
Simulating big, Bigger, and BIGGEST trucks in Vehicle Physics Pro!
The largest weighs in at 700 tons!
Also showcasing the updated Block Debugger component, which makes it much easier to monitor the powertrain's inner workings in VPP.
Standing starts can be configured with this low-speed mode. In this tire setup, a Peak Slip of 0.5 means that, when stationary, peak grip is reached as the wheel spins at a circumference speed of 0.5 m/s.
Unity 6 is out! However, I’d consider Unity 6.0 more of a beta release. It still contains major bugs related to wheel colliders, physics, and the editor UI text (pics and links below). These issues may (or may not) be fixed during the 6.0 lifecycle, so I can’t guarantee that Vehicle Physics packages will work 100% on Unity 6.0 yet.
https://discussions.unity.com/t/ragdoll-is-broken-in-unity-version-6/947075/49
How does the force feedback (FFB) model calculate the torque applied to the steering wheel device?
First, we set the maximum torque the device can handle (20 Nm in this case). The FFB component then calculates the steering load coming from the steering rack using its physical model and applies the corresponding torque ratio to the device.
Vehicle Physics Pro is fully compatible with D-BOX hardware, right out of the box!
We’ve renewed our collaboration with dboxtech, and the latest VPP update seamlessly integrates with D-BOX motion simulators—no additional setup required.