@marcoghisla Sort of. While the tire transitions from a sliding state toward static equilibrium, the standard combined-force calculation methods fail to produce the expected longitudinal force in the presence of lateral displacement, hence the discontinuity.
New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.
#VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering
A preview of the new longitudinal wheel dynamics model coming to Vehicle Physics Pro, based on our recently completed internal paper.
From three wheel inputs, drive torque (Td), brake torque (Tb), and tire friction (Tf), the model derives the resulting wheel force (F) and torque (T). It also lets computes the net shaft-supported torque Ts.
This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.
#VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering
It's race day! Pit crew setup is unique for each car, due to their different dimensions and shapes. The second wheel gunners are automatically placed, and if I forgot to leave space for them, I'd have to fix all left-right box setup for all cars... That's happening now. :)
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.
#VPPDev#Unity#MadeWithUnity#Physics#GamePhysics#TireSimulation #Simracing #Motorsport #Racing #PERRINN #Project424 #Engineering
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.
#VPPDev#Unity#MadeWithUnity#Physics#GamePhysics#TireSimulation #Simracing #Motorsport #Racing #PERRINN #Project424 #Engineering
#UnityTips Need to tweak any Project Settings from code? You can! The settings assets in the ProjectSettings folder can be opened as a SerializedObject, so you can read and write their properties directly with SerializedProperty.
Details + example code: https://t.co/7O1Lr6V9Of
#Unity #IndieDev #GameDev #Coding
#UnityTips Why I recommend using OnEnable / OnDisable for component initialization: Awake and Start are called only once per instance. Disabling/re-enabling the component (or recompiling scripts while in Play Mode) won’t call Awake or Start again.
#Unity#IndieDev#GameDev #Coding
@TokyoWarfare Maybe. Still, my main suspect is the downforce calculation inside the PhysX wheel shape. Since gravity is integrated deep in the suspension code, I wouldn’t be surprised if the inertia tensor is involved somehow, too.
Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.
#Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev
@gateian Yes, that effect also happens in Vehicle Physics Pro. This a longer version of the video, where at the end you can see how the vehicle refuses to turn:
https://t.co/wOf8cpGjB6
Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.
#MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics
@DarkoTo56635877 @UnityCodeMonkey What is even less known is that on domain reload (e.g. reimporting an script in runtime) neither Awake nor Start are called, and also all non-serialized fields are reset to null.
A correct reference:
https://t.co/BhcPJyCWWt
I've updated my "Comprehensive Guide to the Execution Order of Unity Event Functions" with new information and changes for clarity and disambiguation.
Download: https://t.co/7B6k9jaOVD
Discussion: https://t.co/d5V0iXhxKD
#unity3d#unitytips#programming
@UnityCodeMonkey I disagree. That rule won't work on domain reload (for example when you change some code & reload in runtime), as neither Awake nor Start won't be called again, and all non-serialized fields will be reset to null.
Here's a proper reference:
https://t.co/BhcPJyCWWt
I've updated my "Comprehensive Guide to the Execution Order of Unity Event Functions" with new information and changes for clarity and disambiguation.
Download: https://t.co/7B6k9jaOVD
Discussion: https://t.co/d5V0iXhxKD
#unity3d#unitytips#programming