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Question by vaibhav9225 · Feb 07, 2014 at 09:44 PM · addforcecarwheelcollidermotortorque

Add Force or Motor Torque .. Which is better for creating a car?

Hi guys,

I was looking into the unity car tutorial available in the unity asset store. In the tutorial force was applied to the rigid body of car to make it move and also to simulate drag. There is also a tutorial in youtube in which motor torque is applied to wheel collider to make the car move. So my question is which is a better approach to make a car?

Assest Store Tutorial : http://u3d.as/content/unity-technologies/car-tutorial/1qU Youtube Tutorial : www.youtube.com/watch?v=c5Snsi68xzE

Thanx in advance!

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avatar image rutter · Feb 07, 2014 at 09:45 PM 0
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It's easy to lose hundreds of hours modeling realistic physics. Find a level of simulation that you can work with.

avatar image fafase · Feb 08, 2014 at 12:03 PM 0
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For a physical answer, add force can be considered to either push or pull objects. In the case of a car it would be like making the car a trailer since you would be pulling or pushing from a point.

A real car is using the torque from the wheel, then the rotational force of the wheel is passed to the whole car object. So the torque is more natural.

This is highly simplified.

Nonetheless, the difference won't really show in your game.

avatar image vaibhav9225 · Feb 08, 2014 at 03:22 PM 0
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I have looked into all the tutorials including the new sample assets beta car. All these cars seems to have different awesome features but I personally feel the simple unity car gives the best dynamics for a race car game :)

avatar image fafase · Feb 08, 2014 at 03:42 PM 0
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But it does not use add force it uses wheel collider which is a complex component using torque on wheel like a realistic car. And yes it is probably as close to a car as can be. At least with unity

avatar image vaibhav9225 · Feb 08, 2014 at 04:08 PM 0
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Actually I am talking about this one : http://u3d.as/content/unity-technologies/car-tutorial/1qU and it uses addForce to the center of mass. I chose this one because it is the most easiest to implement burnout with.

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Answer by Pietie · Feb 07, 2014 at 09:52 PM

Try this, it is newer (2014) :)

http://blogs.unity3d.com/2014/01/17/new-sample-assets-beta/

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avatar image vaibhav9225 · Feb 08, 2014 at 11:58 AM 0
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Thanx :)

avatar image Pietie · Feb 08, 2014 at 07:25 PM 0
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If it's helpful, please set this answer as correct - on left side... :)

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