Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by jorjdboss · Aug 27, 2012 at 08:22 AM · raycastwheelcollidervehicleambienttraffic

Simplified vehicle physics for ambient traffic vehicles

I'm working on a city based racing game for iOS. I'm using Unity's wheel collider to setup the physics for racing vehicles (both player controlled and AI controlled). The performance is very bad if I put in too many vehicles( > 30). I need a vehicle physics setup which is very simplistic and lightweight. I found that wheel colliders were the main cause of slowdown since they are slower than ray-casts and having 30 vehicles means 120 wheel colliders being updated every frame.

Is there a simplified way of implementing vehicle physics(maybe without using wheel colliders) for showing many vehicles at once on mobile platforms?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by gribbly · Aug 27, 2012 at 08:28 AM

Can you just lerp the vehicles from point to point? Use something like:

http://docs.unity3d.com/Documentation/ScriptReference/Mathf.MoveTowards.html

Otherwise it would be pretty easy to build a simple car physics using a single rigid body, and push it around using forces. Would need to know more about the behavior you need to say more.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jorjdboss · Aug 27, 2012 at 10:55 AM 0
Share

O$$anonymous$$ I should have explained it more precisely. The vehicles should have wheels and move like vehicles. The turning should look like a vehicle's, not a big balloon. Lerping will make the vehicle look like a brick float around especially while turning. All I want is a simplified vehicle physics, for example I don't need wheelcollider parameters like suspension and friction parameters(asymptote, stiffness etc.). The AI on these vehicles also need to be very simple probably using triggers, not ray-casts.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

raycasts and vehicle traffic 1 Answer

Vehicle Wheel in Vehicle Physics & Wheel Collider turning in a Circular Path, instead of around Wheel Axis Center. 0 Answers

Truck-Trailer Hinge Joint 0 Answers

Anti-roll bar doesn't work 0 Answers

Is there any way to tell a wheel collider which way gravity is without Physics.Gravity? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges