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#vppdev — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #vppdev, aggregated by home.social.

  1. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  2. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  3. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  4. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender

  5. Inside the code of Vehicle Physics Pro. This is TireFrictionBase, the base class for every tire model implementation in VPP. You can implement any tire friction model and plug it directly into VPP. For example, you could run two instances of the exact same vehicle, each with a different tire model, and compare their behavior.

    #VPPDev #Unity #IndieDev #GameDev #Physics #GamePhysics #TireSimulation #Simracing

  6. Visualizing Slip Ratio (left) and Slip Angle (right) as calculated by Vehicle Physics Pro. As part of the ongoing redesign of the tire flex model, we need to ensure that these calculations remain perfectly smooth and continuous across their full range.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Engineering

  7. The Tire Friction Model v2 in Vehicle Physics Pro. Friction curves can be easily configured in the inspector to match available data or expected behavior. The latest iteration also adds rolling resistance to the tire specifications.

    #VPPDev #ScreenShotSaturday #Unity #MadeWithUnity #Showcase #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins

  8. News for Vehicle Physics Pro users: VPP has been upgraded to SDK v9.8. The main improvement is that it no longer requires Unity’s Legacy Input Manager.

    The update is live now for Enterprise license holders. Professional and Community editions will follow soon.

    Release notes: 🔗 vehiclephysics.com/about/relea

    #VPPDev #Unity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator

  9. News for Vehicle Physics Pro users: VPP has been upgraded to SDK v9.8. The main improvement is that it no longer requires Unity’s Legacy Input Manager.

    The update is live now for Enterprise license holders. Professional and Community editions will follow soon.

    Release notes: 🔗 vehiclephysics.com/about/relea

    #VPPDev #Unity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator

  10. Summer brings a slower pace, but we’re still pushing forward with these ongoing developments:

    🔹 Removing dependencies on Unity’s Legacy Input Manager.

    🔹 Refining tire compliance (tire flex — stiffness and damping) in the friction model.

    🔹 Exploring new ways to implement kinematic suspension from real-world data.

    As always, feel free to reach out for a good tech discussion!

    #VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #ScreenShotSaturday #Physics #GamePhysics #TireSimulation

  11. Upcoming work includes completing the new VPP Input Manager with support for Unity’s Input System, and major improvements to the tire contact model and its connection to steering force feedback.

    Changelog: vehiclephysics.com/about/chang

    #VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #FFB #GamePhysics #TireSimulation #Simracing

  12. Testing the braking assistance in tough conditions: decelerating from 130 to 0 km/h in 4.5 seconds while entering a curve and going downhill.

    #VPPDev #Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #ScreenShotSaturday #Showcase #GamePhysics #Simulator #Simracing #Driving

  13. Testing the braking assistance in tough conditions: decelerating from 130 to 0 km/h in 4.5 seconds while entering a curve and going downhill.

    #VPPDev #Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #ScreenShotSaturday #Showcase #GamePhysics #Simulator #Simracing #Driving

  14. Here’s the new version of the Torque Maps for the PERRINN 424. These maps now factor in powertrain efficiency directly into the power calculations, delivering a flat torque response at the wheel shaft.

    #VPPDev #Unity #MadeWithUnity #Simulator #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins #ElectricVehicle

  15. Unity 6.1 is now available, and Vehicle Physics Pro has been updated for full compatibility with the Unity 6 API.

    The update is already live in the Enterprise license repositories. Professional and Community editions will follow soon.

    Release notes: vehiclephysics.com/about/relea

    #Unity6 #VPPDev #IndieDev #GameDev #Simulator #GamePhysics

  16. Riders of the kerbs. A beautiful slow-motion view of the new tire contact model in Vehicle Physics Pro. Watch as the tire rides over the top of a kerb, with the contact patch dynamically adapting to the surface.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #Racing #PERRINN #Project424 #Engineering

  17. Testing friction and damping effects using the standard device force, without relying on DirectInput effects. This implementation provides full control over FFB effects, enabling more realistic steering forces.

    #VPPDev #Unity #MadeWithUnity #GameDev #FFB #GamePhysics #Simracing

  18. Unity 6 is out! However, I’d consider Unity 6.0 more of a beta release. It still contains major bugs related to wheel colliders, physics, and the editor UI text (pics and links below). These issues may (or may not) be fixed during the 6.0 lifecycle, so I can’t guarantee that Vehicle Physics packages will work 100% on Unity 6.0 yet.

    discussions.unity.com/t/wheel-

    discussions.unity.com/t/ragdol

    discussions.unity.com/t/blurry

    #Unity6 #Unity #Unity3D #VPPDev #IndieDev #GameDev #Physics #GamePhysics #UnityTips

  19. How does the force feedback (FFB) model calculate the torque applied to the steering wheel device?

    First, we set the maximum torque the device can handle (20 Nm in this case). The FFB component then calculates the steering load coming from the steering rack using its physical model and applies the corresponding torque ratio to the device.

    #VPPDev #Unity3D #MadeWithUnity #PERRINN #Project424 #Engineering #Motorsport #Simulator #Simracing #FFB

  20. Did you know that tire radius grows with wheel angular velocity? The faster it spins, the more it expands. At 360 kph (224 mph), the tires of the 424 grow by 5 mm. The new kinematic wheel model includes parameters to configure this effect, which is crucial since increasing ride height by 5 mm at high speeds significantly impacts aerodynamics.

    #VPPDev #Unity3D #MadeWithUnity #Engineering #Motorsport #Simulator #PERRINN #Project424 #TireSimulation #DigitalTwins

  21. Final version of the blueprint for the kinematic suspension feature in Vehicle Physics Pro. Instant axis, pushrod, suspension travel ("damper travel") and bump stops are all represented.

    This is the first step before implementing the suspension using actual joints.

    #VPPDev #Unity3D #MadeWithUnity #Simracing #Engineering #Motorsport #PERRINN #Project424