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Question by dixitabhi · Jun 06, 2018 at 07:51 AM · unity 5movementphysicsvehicle

Best possible way to implement physics on a chariot

What is the best possible way to implement physics on a chariot. i tried using wheel colliders but the ride is too smooth for a chariot and it drifts when turned at high speeds,may i'm not using the correct settings, and I also tried adding forces an torques to the rigid body but they also don't give the feel of a chariot. It moves like a vehicle on road.

If it can be done using rigid body forces then please guide me how can it be done Here's how i want it to be- https://www.youtube.com/watch?v=6n-b1tUn05A&t=37s

Any help will be appreciated. Thanks in advance.

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Answer by Amberite · Jun 06, 2018 at 09:14 PM

I know you've asked what the 'best possible' way of implementing chariot physics is, but have you considered what 'best' means? The most physically accurate? The most responsive? The best looking?

Looking at your prince of persia example (I remember that game fondly, this level not so much!) it seems they've not gone for physics or responsiveness but looks (what many call polish) instead. I strongly suspect they've just gone with a sliding oblong for the chariot, and not much else physics wise. What they've implemented for a chariot experience is in the animations, if the right wheel collides with a wall, the right wheel bounce animation is played, same with left. Game Design Magic!

I'd highly recommend getting yourself of Steve Swink's book: Game Feel for a deeper exploration into this topic, but my short answer is if you want a PoP chariot, go for quick & dirty physics, steering way out in front (stick your pivot point somewhere near the horses), and then some clever animations (triggered by trigger colliders at wheels and front of chariot).

Hope that helps.

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Answer by Ahmed-Saleh · Mar 24, 2021 at 06:07 AM

Hi @dixitabhi The refrence video you linked clearly doesn't rely on physics. I believe its based on animations. I think the simplest and quickest way to implement a physics version of this in unity is to use wheel colliders (just make the suspension very stiff) and a hinge joint (if you want a rotating rod connected to the pulling horse) and make the horse pull the chariot rather than adding engine torque to the wheel colliders (the weels need to have just a very small torque to rotate freely). This will make the chariot feel more like a cart and not a car. However, wheel colliders can sometimes be unstable. I recommend you play test alot or find another wheel model that is more stable than unity's wheel colliders.

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