#MOTORLAB: A Really Good Arcade Car Controller

1 messages · Page 1 of 1 (latest)

frigid pulsar
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Heya! I have been working on an arcade car controller for the Unity Asset Store, hoping to make the best one on there. The project has been in the works for 6 months now, and it's close to completion.

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Here's a demo of how it plays. It supports crazy amounts of customization and is still stable even under extreme settings

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Gauges and sound effects are still not finished, and the car model is made by me. It's textured procedurally and allows for adding vinyls and changing main colors and accent colors.

somber frost
frigid pulsar
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Okay, i got a good chunk of the procedural gauges done today.

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I made sure to create parameters for every possible thing, so the gauges are as customizable as possible. After finishing all the shaders, i'll write a manager in C# that will enable more convenient and easier configuration, a uxml ui will also be implemented, so i could add this new gauge system as an add-on for the car physics.

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I also intend to make this gauge system, which i'll dub Gauge Machine, a standalone asset, so anybody could use it for other projects, not just as a prebundled add-on for my car physics.

frigid pulsar
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Gave it a name!

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MOTORLAB: A Really Good Arcade Car Controller

jovial plaza
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HOT WHEELS

frigid pulsar
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🤘

frigid pulsar
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more badass gameplay and stuff

frigid pulsar
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Found and fixed a major bug: the carspeed/maxcarspeed ratio in the entire codebase had a unit conversion error. It was ms⁻¹/kmh⁻¹, now it's been fixed to kmh⁻¹/kmh⁻¹

frigid pulsar
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Converted the procedural damage settings from using just floats, to using animation curves. This now allows for tuning how the mesh deforms as the distance from the epicenter increases.

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2 curves, one for the mesh normal component, and the other for the collision contact normal component