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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.
The text was updated successfully, but these errors were encountered:
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.
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.
The text was updated successfully, but these errors were encountered: