Since our last post, there have been several updates to the vehicle system. New adjustments to the tire friction behavior now make it easier to perform drifting and drag racing wheelies. In addition, the skidding, tire marks, and ground-contacting particle system have been reworked and updated.
(credit to Edy’s Vehicle Physics asset for the updates listed above)
Next, the wheel colliders have been reworked entirely. Added a dynamic solid collider in which other game objects could collide, which helps prevent the wheels from overlapping geometry during the collision. In addition, the wheel colliders are now using a multi-raycast system instead of multiple capsules. This approach is based on this video from GDC. Using Unity jobs and the RaycastCommands to handle several raycast calls simultaneously has given the system fantastic performance gains. I will implement burst soon since it is now out of preview.
I started integrating softbody physics for vehicle damage, similar to other games on the market. This feature will help us reach our goal of more realistic destruction of vehicles. The softbody physics was tested on multiple machines (low to high end) and mobile devices and has passed our stress tests. Therefore, I will integrate this beside our existing damage system, which supports three times as many vehicles.
Softbody physics is more taxing on the CPU, but a few more optimizations will push this system to the next level. The plan is to apply softbody damage to the primary vehicles and our custom damage system to secondary cars.
Lastly, the automated vehicle set up in the Unity editor is almost complete. It is now straightforward to set up a car and start driving in under a minute—more about this next update.
And a special thanks to the community who have started following us on social media. Your feedback is greatly appreciated and helps to motivate us to move forward. Some of your ideas are helping to mold this vehicle system into something epic. Thanks.
Time to get back to work.
Is this for Android & iOS?
No Titles haven’t been announced yet. This is only the tech behind the games will be making in the near future. It currently works on all platforms.
Cool looks like a great game
How do I get this game?
No titles or release dates have not been announced. We are currently working on the vehicle system. The games will come after the vehicle system if complete.
how can i get this soft body?
It is currently for internal use only.
What is the game called
The games haven’t been announced yet. We are planning to make an announcement soon.
Are you planning on making tutorials on the vehicle system? I would like to have this style of driving in my game.
It will be a while before I create tutorials. The primary focus at the moment is developing games.
Are you going to release any old wheel collider code?
Not at the moment. Tatsu Toybox Tech is proprietary and used for quick prototyping and possibly mobile/VR games.
Hey looks like a cool game but I have a few questions. 1 is this game going to be similar to beamng drive or at least the physics. 2 will you be able to make a console supported game as Xbox/PlayStation needs a soft body physics game. And 3 how far are you on the development of this game.
1. Multiple Game concepts are in development. We are not making a BeamNG Clone.
2. Console ports will be determined by the success of the PC Game Sales.
3. Early Development Stage.
Read the FAQ for more details.