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"Cost" of using wheel colliders
Hi guys, So I'm making a game that has ground vehicles that have to go over terrain. There can be a large number of these vehicles in the scene at once.
I recently discovered the wheel collider and have been learning its implementation in racing games and stuff like that, and I was wondering if it would be worthwhile using a similar system for my ground vehicles.
The only thing I'm concerned about is that wheel colliders seem to take a lot of things into account to make driving more realistic and, I assume, cost more to use because of this. My vehicles don't need to be very realistic.
If wheel colliders are overkill for what I need, can anyone recommend a good way to have simple vehicle movement? I've actually tried just having a box slide across the ground but this causes a lot of issues.
Thanks!
Answer by RetepTrun · Dec 15, 2013 at 03:29 AM
If everybody is on flat terrain you could give them just 2 wheels each and restrict the rigidbody rotation to keep them upright.
I wouldnt worry about wheelcolliders trying to be overly realistic because it is really hard to get them to be. Default they are really really unrealistic.
I have had lots of wheelcolliders in my scenes. Bit of lag, but I dont think its the wheel colliders ;D http://youtu.be/BWjp6li1Cus
Thanks for the input! The first thing you said wouldn't work cause my terrain isn't completely flat... And I played around a bit with making a car and the wheels can be a bit finicky, the darn thing kept flipping over lol.
But yeah, looking at your video I think that using wheel colliders for my game should be fine with a bit of fine tuning
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