Problems with Arcade Physics


When starting our project I decided to go with easiest way of making car related physics, which was using the built in Wheel Colliders provided by unity. But the problem with the given wheel colliders was, even though the ease-of-use was relatively simple, trying to understand what values to change and how to balance them to get what we wanted is really hard to get. It was also really hard to understand the math behind trying to make semi-realistic driving physics. I never had any experience with that level of physics, so I had to look up helpful guides and found some really useful formulas that helped me.

So at first we all started to talk about just fine tuning the starting wheel collider system, but over time I just found out that it would be more beneficial, and would allow us to have more control over how the car turns, and certain values if we used one that we made. So I decided to get to work on remaking the entire arcade driving system, even though it did take a couple days and a lot of outside help, was worth it in the end. I was able to get the wheels to visually rotate around the springs end point, and simulate arcade styled drifting and turning. In the image the red lines depict the simulated suspension system, and the system that I was able to make allows the user to make as many, or as little, amount of wheels to simulate an arcade styled car.

Published By: Ryan Lugo

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