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Vehicle Script additions

Discussion in 'General' started by nebadon, Oct 8, 2016.

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  1. nebadon

    By:nebadonOct 8, 2016
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    I have been doing extensive testing on the vehicle scripts, I would like to see a few additions to functionality.

    A) Ability to have sit position offset so each vehicle does not need a custom pose to work correctly. (Maybe have a invisible object in the mesh that we drag into a field like the pose and wheels so we can set this location in our build tool like Blender or 3DS Max instead of trying to do this in Unity which is somewhat impossible to visualize the avatar sitting in the vehicle due to locked camera, possibly just Z adjust only, ie drag the seat into the field and then adjust Z +/-)
    B) Ability to have manual gear shifting (this may already be possible but undocumented?)
    C) Ability to set a texture for tires to leave imprint track on the ground
    D) Ability to change camera view on key click or HUD overlay
    E) Particle effects for burn out, exhaust fumes and exhaust flames for turbo.
    F) Turbo button (optional)
    G) HUD Information displays, Speed, Timers other various race related information laps etc..
    H) Have vehicles interact differently with different surfaces, ie Ice, Wet roads, mud, cobblestone.
    I) Ability to have rigged suspension struts and shocks, swing arms that move with the tires.
    J) Color change/Texture change script Hud or something like that, minimize amount of vehicles/objects in the store.
    K) 6 Wheel 3 Axel vehicles.
    L) Working Lights, headlights, brake lights. (laser cannons??)
     
    Last edited: Oct 9, 2016
  2. nebadon

    By:nebadonOct 8, 2016
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    In addition to these feature add-ons there seem to be some major deficiencies with the current vehicle scripts, it seems when you select rear wheel drive certain variables are simply ignored like torque and setting gear ratios, the vehicle always feel really slow, and with all wheel drive I have tried 100s of combos of numbers and have not been able to make a vehicle that isn't nearly impossible to control. Need to really improve the functionality of the script as well.
     
  3. nebadon

    By:nebadonOct 8, 2016
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  4. nebadon

    By:nebadonOct 9, 2016
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  5. Adam

    By:AdamOct 10, 2016
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    OK, one by one:

    A: Yes, agreed - we'll add that feature in, along with I think we'll make/find some default poses which work for a few vehicles.
    B: This was a feature previously enabled, I'll look at re-enabling it.
    C: This can be done already - there's a few methods: a) trail renderer (this is getting upgrades in 5.5 which will make it a better solution), b) particle systems set to collide with ground and given a horizontal renderer
    D: Makes sense. Potentially could be done with Focus Camera script, but I think some kind of modes here makes better sense.
    E: Will instead add generic component to control particle FX with velocity & momentum data (more versatile for other purposes)
    F: Makes sense.
    G: Yeah we had some before, I think some components which allow you to use existing GUI features in Unity would be best.
    H: Already possible - look into 'Physics Materials'
    I: Yes, already possible using the joints system - may be a little complicated to get started with though.
    J: We're looking at bringing patterns to gameobjects - the same as we have for clothing, this'd be the best solution.
    K: Possible already - right now it only allows 2WD/4WD -- but you can have extra wheels rigged using wheel colliders just fine.
    L: Lights are possible, just attach spotlights/etc to your car. Having components turn off/on with the vehicle being enabled/disabled would make a sensible addition.
     
  6. Adam

    By:AdamApr 4, 2017
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    We're going to be updating vehicles in the next editor pack, so I'm bumping this thread up - if anyone else has ideas or feedback for vehicles.
     
  7. Xulain

    By:XulainNov 9, 2017
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    Probably a bit late but I need a seaplane script. Haha I always have to make things complicated.
     
  8. Adam

    By:AdamNov 9, 2017
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    Should be able to mix and match on the modular vehicle to do both buoyancy and flight
     
  9. Xulain

    By:XulainNov 13, 2017 at 3:57 PM
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    OK a few more vehicle feature requests for aircraft.

    I would like throttle controls from 1-0 so 10 different settings.
    Also some sort of propeller animation helper other planes I seen in other programs have a real propeller model that moves slowly which switches too a blurred propeller animated texture for when its moving faster.
    And last and not so important a button and helper for retractable undercarriage the plane Im making at the mo is a seaplane so all this would be is the undercarriage rotating backwards 90 degrees .They just sit next to the fuselage .

    Edit : Also wouldn't mind some thing to animate ailerons rudder and elevator flaps.I already am making those parts of my model separate.
     
    Last edited: Nov 13, 2017 at 4:08 PM
  10. Adam

    By:AdamNov 14, 2017 at 7:16 AM
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    Throttle controls:

    Just to be clear here - this means having the speed "fixed", but being able to change the speed it is "fixed" at. That could be done smoothly; using a curve potentially? (could be useful for other kinds of vehicles too I imagine.)

    For the button/helper for the retractable undercarriage - this can be done already using a GUI hud or something, and a clickable activator set to 'networked'.
     
  11. Xulain

    By:XulainNov 14, 2017 at 8:06 AM
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    Yes for the throttle thats exactly what I mean. After watching your interactivity master class yesterday I should be able to do the wheels bit although that tutorial did not show how to fix that hud too camera everything else needed was there.
    Also how do I get the script controlling the propeller and the flaps?.Does the animation controller allow you to assign keys? Could solve the flaps that way if it does.
     
  12. Adam

    By:AdamNov 14, 2017 at 8:20 AM
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    Any reason to go with a fixed gear number on the 'throttle' versus just having it move up/down a slider smoothly?
     
  13. Xulain

    By:XulainNov 14, 2017 at 8:35 AM
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    A smoothly working slider would be fine for most situations but might be a bit slow for takeoff when you want to instantly go to full throttle. Now you have said that I think I would like both a smooth slider and fixed key's to throttle. Maybe even some way to customise key options in the script too.

    I also just found this thread
    https://forum.sine.space/threads/creating-ui.17010/

    Which shows how to attach a hud to a scene. Now need to work out how to attach that hud to a single vehicle because if this goes well I might start making vehicles for the store aswell.
     
  14. Xulain

    By:XulainNov 14, 2017 at 8:45 AM
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    I just had a thought about the throttle. The mouse scroll is used for zoom but what if there was a button that you could hold down which while held down made the mouse scroll wheel the throttle? (or just switched between camera and throttle on the scroll wheel).

    I'm not sure how hard this would be.
    This would make flying helicopters much easier too as you have to constantly adjust throttle when flying them.

    We put up with just buttons in second life but vehicles were rubbish there but they don't need to be here so even a joystick option in the script would be good.
     
    Last edited: Nov 14, 2017 at 9:02 AM
  15. Adam

    By:AdamNov 16, 2017 at 6:24 PM
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    Controls might be something we could make configurable to the end-user (we've done a big input manager refactor a few weeks ago specifically to that end...); but yes, we could do something like the mouse wheel controls the throttle (and probably pair that with a keyboard key like +/-)