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#vppdev

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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.

#VPPDev#Unity#FFB

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.

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: assetstore.unity.com/packages/

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.

discussions.unity.com/t/wheel-

discussions.unity.com/t/ragdol

discussions.unity.com/t/blurry

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.