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Thick Wheel Collisions #10

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JustInvoke opened this issue Jan 7, 2017 · 4 comments
Open

Thick Wheel Collisions #10

JustInvoke opened this issue Jan 7, 2017 · 4 comments

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@JustInvoke
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JustInvoke commented Jan 7, 2017

Wheel collisions are currently done using raycasts. This does not work so well when driving across complex geometry or driving vehicles with large tires. A method for testing wheel collisions using cylinder approximations would be ideal. I have tried using SphereCasts a bit in the past without success.

Performance is crucial and the wheel collisions must operate in a similar manner as the GetWheelContact method of the Wheel script. It would also be interesting if the wheel collisions could react appropriately to contact points that are on the top or sides of a wheel. Those cases are complex because they should not compress the suspension, but still provide some kind of pushback and traction.

@tanakasama
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I think you should refer to this asset:
https://www.assetstore.unity3d.com/en/#!/content/74512

@JustInvoke
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That looks interesting but it isn't open source.

@tanakasama
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tanakasama commented May 22, 2017

I think we can buy it and you can refer it for RVP. What do you think about it ?

@JustInvoke
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I don't think it's a good idea to buy an asset just to copy its main feature into an open source project. I also don't want to spend the money because RVP is not grossing anything anymore. Of course you can still by the asset for your own projects if you want, but I can't help you implement it into RVP.

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