adrenak / tork Goto Github PK
View Code? Open in Web Editor NEWArcade vehicle physics for Unity
License: MIT License
Arcade vehicle physics for Unity
License: MIT License
I Just Have A sigle Question That I Wanna Know How You Managed To Keep Tires On The Ground without Colliders?
Hello @adrenak
I just noticed there's a warning on the AntiRoll class.
The variable 'hit' is declared but never used
Hi @adrenak,
Thanks for sharing this project! Really great work!
I was thinking of developing the wheel collider code to handle multiple raycasts per wheel (many more radiating from the center). How do you think this would work with the wheel script? I mean it looks like the wheel script is designed to only handle one hit point. Thanks for any thoughts on this!
Hello,
In the WheelRenderer class there's a problem calculating the angle over the wheel velocity. The velocity vector is in world coordinates so it changes depending the direction of the wheel.
If you don't mind I'll create a Pull request to solve this issue.
Cheers
@adrenak , do you have any thoughts on this one?
With "Fake Normals" set to OFF, there seems to be a lot of lateral sliding. Even with brakes on.
Any ideas? Thanks again for all your hard work on this project!
Hi Adrenak, I really like your car physics implementation, carefully elaborated and comprehensible - I even tried to modify some parts.
but recently I stumbled on the Jittering issue. On my project all other scripts work by FixedUpdate and Time.deltaTime everywhere. and alone Tork works with Update+Time.deltaTime.
I've searched all over Core-folder scripts but still can't find out how to change to (FixedUpdate and Time.deltaTime). if you have time, can you point out where to look? thank you very much.
Hello,
The project fails to build in the latest Unity version with the following errors:
Build completed with a result of 'Failed'
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:123)
UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00269] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:191
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in /home/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:95
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() (at /home/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindow.cs:123)
Unity version: 2019.3.6f1
OS: Linux Mint
Sincerely,
Marino
Hello qnd thanx for your physics, it is great!
I usi rpm of wheels to make engine sound work. So it is possible eith unity's wheel colliders, but in Tork there is no rpm var on wheel.
So how can I get rpm?
I've noticed Tork doesn't use the standard WheelColliders. How hard is it to implement/convert a skidmark script that normally uses the standard WheelColliders?
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