NWH Vehicle Physics

Vehicle physics package suitable for wide range of vehicles. Realistic, easy to use and heavily customizable.

 

Wheel Controller 3D, a custom in-house wheel solution, has been used for wheel physics while the rest of the system had been written from the ground up.

General features:

• Seven vehicle prefabs of different types are included: sports car, sedan, 8×8 truck, monster truck, tank, city bus and semi with trailer.

• Suitable for wide range of applications.

• Runs on both desktop and mobile devices.

• Uses custom in-house wheel solution – Wheel Controller 3D – for 3D ground detection and high level of customizability.

• Per-wheel surface detection based on terrain textures or object tags. Different friction curves and effects for each surface.

• Suspend option for inactive vehicles which minimizes impact on performance while keeping basic functionality.

• Character vehicle changer that works with any character controller / game object, including other vehicles.

• Helper scripts such as analog and digital gauge controllers, camera and vehicle changers, center of mass and downforce adjusters, etc.

• Multi-threaded ground detection. (Requires Unity 2018.3 or newer)

• Photon multiplayer support. (Beta)

Vehicle Physics Details:

Engine

• Realistic engine power and torque calculation with adjustable power curve and RPM range.

• Functional forced induction.

Transmission

• Gear ratios and final gear ratio.

• Dynamic shift point based on load.

• Three transmission types: Automatic, Automatic Sequential and Manual.

• Manual transmission supports both sequential and H-pattern shifting.

• Center differential: Open, Limited Slip, Locking or Equal.

Axles

• Geometry settings for each axle: Steering Angle, Pro/Anti Ackermann Steering, Toe, Camber, Caster and Anti-roll Bar.

• Adjustable power, braking and handbrake distribution.

• Per-axle differentials: Open, Limited Slip, Locking and Equal.

• Supports solid axle (check Monster Truck in the demo).

Damage

• Optimized queue-based mesh deformation that spreads processing over multiple frames.

• Damage influences vehicle performance and handling.

Driving Assists

• Cruise Control

• ABS

• TCS

• ESC

• Drift Assist

Audio

• All audio sources are set up automatically.

• Sound can be adjusted through Audio Mixer for all vehicles or though inbuilt mixer for each vehicle and each effect individually.

• Engine, forced induction, gear change, suspension, surface, skid, crash, air brake, horn and blinker sounds.

Effects

• Vehicle light system with low beam, high beam, stop and brake lights, blinkers.

• Can be used with any number of lights of any type and/or emissive materials.

• Persistent and well optimized mesh-based skidmarks.

• Exhaust particle effects based on engine state.

• Per-wheel dust and smoke particle effects based on surface the wheel is on.

Input

• Desktop input using standard input manager with mouse steering option.

• Mobile input through on-screen steering wheel and pedals or tilt controls.

Trailers

• Trailer is a vehicle in itself meaning all the effects that work on a vehicle work on a trailer too.

• Trailer gets input routed from the vehicle it is attached to which results in functional lights, braking, damage and even steering if needed.

• Built-in attach / detach functionality where any vehicle can attach any trailer with correct tag.

Fuel

• Fuel consumption calculation using engine’s efficiency.

• Readouts in l/100km, km/l and US mpg.

UI

• Universal analog and digital gauge controllers and lights for use in dashboard or HUD.

Code

• Modular OOP code structure for easy modification and upgrading.

• Complete C# source code with XML comments on all public members.

• Tooltip explanations for all visible variables.

– Compatible With Complete Terrain Shader and IK Driver Vehicle Controller
– Photon multiplayer support [BETA] with included multiplayer scene.

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