#UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.
#Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev
#UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.
#Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev
¡Directo cortísimo de experimentación!
👉 https://twitch.tv/rafalagoon
Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔
Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.
A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.
The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.
#VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics
Any other method (Rigidbody.velocity, Rigidbody.position, Rigidbody.MovePosition, or Transform.position) bypasses the physics solver’s internal integration and will very likely cause glitches and unstable collisions.
https://discussions.unity.com/t/stop-my-player-to-fall-under-the-ground-on-high-slopes/1580706
I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.
State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.
Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.
Unity AssetStore annual New Year Sale is live! We’re participating with 50% off on Edy’s Vehicle Physics 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0 Source: https://www.youtube.com/watch?v=b2VAxkiVkMQ
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
Quite an interesting concept for an open-world indie game. And yes, the vehicles are powered by Vehicle Physics Pro 😉
https://www.youtube.com/watch?v=mgiD-05g728
#Unity #MadeWithUnity #URP #IndieDev #GameDev #Showcase #ScreenshotSaturday #GamePhysics #Driving
Now this is good mesh density for a racing track 3D model.
~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.
#VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender