jongallant / carsimulator Goto Github PK
View Code? Open in Web Editor NEWA Top Down 2D Car Simulator For Unity
License: MIT License
A Top Down 2D Car Simulator For Unity
License: MIT License
Is possible to convert this to 3D physic world ? Thanks
Hi! Awesome simulation model, but right now i've encountered an issue wich may be interesting for you.
When i rotated player controlled car on scene to 90 angle car movement bugged out. When i press 'right' it starts to slide to the left sometimes with fantastic velocities (>10000 kph). the closer car to horizontal position on scene (90 or -90 degrees .z) the more noticable this effect is
*currently i don't know how to fix this, but if i find a way i'll tell you asap
What's the difference between Brake and eBrake, because Brake is always 0, in fact you're printing Brake, and it will be always 0, you should print ebrake instead right?
Possible error in the engine.cs
code:
public void ShiftUp() {
CurrentGear++;
}
public void ShiftDown() {
CurrentGear++;
}
ShiftDown()
should contain CurrentGear--;
I assume?
Hi jongallant,
Thank you so much for sharing your code! I am very appreciative of your work.
I have been trying for the last few days to transform your car script to work on the XZ plane using Rigidbody instead of Rigidbody2D. The World to Local space vector transformation is doing my head in, and still I can't get it to work correclty. I have tried almost everything from renaming .y ->.x, to using LocalVelocity = transform.InverseTransformDirection(Velocity) and Acceleration = transform.TransformDirection(LocalAcceleration);... My car moves sideways?!? I have tried using Local and World rotation on the LocalAcceleration and still it is behaving very strangely....
Can you please help?
Many thanks.
Ken.
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