├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── InputManager.asset ├── Assets ├── Adrenak │ ├── Tork │ │ ├── Common │ │ │ ├── Scripts │ │ │ │ ├── DrawLevel.cs │ │ │ │ ├── Player.cs │ │ │ │ ├── Player.cs.meta │ │ │ │ ├── DrawLevel.cs.meta │ │ │ │ ├── SmoothFollow.cs.meta │ │ │ │ └── SmoothFollow.cs │ │ │ ├── Tocus │ │ │ │ ├── README.md │ │ │ │ ├── Tocus.FBX │ │ │ │ ├── Textures │ │ │ │ │ ├── Tocus_Body.png │ │ │ │ │ ├── Tocus_Grid.tif │ │ │ │ │ ├── Tocus_Salon.png │ │ │ │ │ ├── Tocus_Seat.png │ │ │ │ │ ├── Tocus_Wheel.png │ │ │ │ │ ├── Tocus_ligth.tif │ │ │ │ │ ├── Tocus_Bottom.png │ │ │ │ │ ├── Tocus_Spring.tif │ │ │ │ │ ├── Tocus_Wheel_b.png │ │ │ │ │ ├── Tocus_inside.png │ │ │ │ │ ├── Tocus_ligth_Dead.tif │ │ │ │ │ ├── Tocus_Exhaust_Pipe.png │ │ │ │ │ ├── Tocus_Steering_wheel.png │ │ │ │ │ ├── Tocus_Body.png.meta │ │ │ │ │ ├── Tocus_Grid.tif.meta │ │ │ │ │ ├── Tocus_Seat.png.meta │ │ │ │ │ ├── Tocus_Bottom.png.meta │ │ │ │ │ ├── Tocus_Salon.png.meta │ │ │ │ │ ├── Tocus_Spring.tif.meta │ │ │ │ │ ├── Tocus_Wheel_b.png.meta │ │ │ │ │ ├── Tocus_inside.png.meta │ │ │ │ │ ├── Tocus_ligth.tif.meta │ │ │ │ │ ├── Tocus_Exhaust_Pipe.png.meta │ │ │ │ │ ├── Tocus_Steering_wheel.png.meta │ │ │ │ │ ├── Tocus_ligth_Dead.tif.meta │ │ │ │ │ └── Tocus_Wheel.png.meta │ │ │ │ ├── README.md.meta │ │ │ │ ├── Materials │ │ │ │ │ ├── Tocus_Body.mat.meta │ │ │ │ │ ├── Tocus_Bottom.mat.meta │ │ │ │ │ ├── Tocus_Chrome.mat.meta │ │ │ │ │ ├── Tocus_Grid.mat.meta │ │ │ │ │ ├── Tocus_Salon.mat.meta │ │ │ │ │ ├── Tocus_Seat.mat.meta │ │ │ │ │ ├── Tocus_Spring.mat.meta │ │ │ │ │ ├── Tocus_Wheel.mat.meta │ │ │ │ │ ├── Tocus_Windows.mat.meta │ │ │ │ │ ├── Tocus_inside.mat.meta │ │ │ │ │ ├── Tocus_ligth.mat.meta │ │ │ │ │ ├── Tocus_Exhaust_Pipe.mat.meta │ │ │ │ │ ├── Tocus_Plastics.mat.meta │ │ │ │ │ ├── Tocus_Steering_wheel.mat.meta │ │ │ │ │ ├── Focus_Body.mat.meta │ │ │ │ │ ├── Focus_Chrome.mat.meta │ │ │ │ │ ├── Focus_Grid.mat.meta │ │ │ │ │ ├── Focus_Salon.mat.meta │ │ │ │ │ ├── Focus_Seat.mat.meta │ │ │ │ │ ├── Focus_Spring.mat.meta │ │ │ │ │ ├── Focus_Wheel.mat.meta │ │ │ │ │ ├── Focus_inside.mat.meta │ │ │ │ │ ├── Focus_ligth.mat.meta │ │ │ │ │ ├── Subaru_Dno.mat.meta │ │ │ │ │ ├── Focus_Plastics.mat.meta │ │ │ │ │ ├── Focus_Exhaust_Pipe.mat.meta │ │ │ │ │ ├── Focus_Steering_wheel.mat.meta │ │ │ │ │ ├── Focus_Body.mat │ │ │ │ │ ├── Focus_Seat.mat │ │ │ │ │ ├── Subaru_Dno.mat │ │ │ │ │ ├── Tocus_Chrome.mat │ │ │ │ │ ├── Focus_Salon.mat │ │ │ │ │ ├── Focus_Wheel.mat │ │ │ │ │ ├── Focus_inside.mat │ │ │ │ │ ├── Focus_ligth.mat │ │ │ │ │ ├── Focus_Chrome.mat │ │ │ │ │ ├── Focus_Exhaust_Pipe.mat │ │ │ │ │ ├── Focus_Plastics.mat │ │ │ │ │ ├── Focus_Steering_wheel.mat │ │ │ │ │ ├── Tocus_Salon.mat │ │ │ │ │ ├── Tocus_Seat.mat │ │ │ │ │ ├── Tocus_Windows.mat │ │ │ │ │ ├── Tocus_Bottom.mat │ │ │ │ │ ├── Tocus_inside.mat │ │ │ │ │ ├── Tocus_ligth.mat │ │ │ │ │ ├── Tocus_Body.mat │ │ │ │ │ ├── Focus_Grid.mat │ │ │ │ │ ├── Focus_Spring.mat │ │ │ │ │ ├── Tocus_Exhaust_Pipe.mat │ │ │ │ │ ├── Tocus_Steering_wheel.mat │ │ │ │ │ ├── Tocus_Grid.mat │ │ │ │ │ ├── Tocus_Plastics.mat │ │ │ │ │ ├── Tocus_Spring.mat │ │ │ │ │ └── Tocus_Wheel.mat │ │ │ │ ├── Materials.meta │ │ │ │ ├── Textures.meta │ │ │ │ └── Tocus.FBX.meta │ │ │ ├── Textures │ │ │ │ ├── grid.png │ │ │ │ └── grid.png.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Scripts.meta │ │ │ ├── Shaders.meta │ │ │ ├── Textures.meta │ │ │ ├── Tocus.meta │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ │ ├── Ground.mat.meta │ │ │ │ ├── Obstacle.mat.meta │ │ │ │ ├── Target.mat.meta │ │ │ │ ├── Target.mat │ │ │ │ ├── Obstacle.mat │ │ │ │ └── Ground.mat │ │ │ ├── Prefabs │ │ │ │ └── Tocus.prefab.meta │ │ │ └── Shaders │ │ │ │ ├── CheckBoardGLobal.shader.meta │ │ │ │ ├── CheckBoardLocal.shader.meta │ │ │ │ ├── CheckBoardGLobal.shader │ │ │ │ └── CheckBoardLocal.shader │ │ ├── Physics │ │ │ ├── Scripts │ │ │ │ ├── VehicleInput.cs │ │ │ │ ├── Motor.cs.meta │ │ │ │ ├── Wheel.cs.meta │ │ │ │ ├── Ackermann.cs.meta │ │ │ │ ├── AntiRoll.cs.meta │ │ │ │ ├── Brakes.cs.meta │ │ │ │ ├── Steering.cs.meta │ │ │ │ ├── Vehicle.cs.meta │ │ │ │ ├── Aerodynamics.cs.meta │ │ │ │ ├── VehicleInput.cs.meta │ │ │ │ ├── WheelRenderer.cs.meta │ │ │ │ ├── CenterOfMassAssigner.cs.meta │ │ │ │ ├── KeyboardPlayer.cs.meta │ │ │ │ ├── KeyboardPlayer.cs │ │ │ │ ├── CenterOfMassAssigner.cs │ │ │ │ ├── Steering.cs │ │ │ │ ├── AntiRoll.cs │ │ │ │ ├── WheelRenderer.cs │ │ │ │ ├── Brakes.cs │ │ │ │ ├── Aerodynamics.cs │ │ │ │ ├── Motor.cs │ │ │ │ ├── Vehicle.cs │ │ │ │ ├── Ackermann.cs │ │ │ │ └── Wheel.cs │ │ │ ├── Demo │ │ │ │ ├── PhysicsDemo.unity.meta │ │ │ │ ├── Scripts.meta │ │ │ │ └── Scripts │ │ │ │ │ ├── PhysicsDemo.cs.meta │ │ │ │ │ └── PhysicsDemo.cs │ │ │ ├── Demo.meta │ │ │ └── Scripts.meta │ │ ├── AI │ │ │ ├── Demo │ │ │ │ ├── AIDemo.unity.meta │ │ │ │ ├── Scripts.meta │ │ │ │ └── Scripts │ │ │ │ │ ├── AIDemo.cs.meta │ │ │ │ │ └── AIDemo.cs │ │ │ ├── Demo.meta │ │ │ ├── Scripts.meta │ │ │ └── Scripts │ │ │ │ ├── AIPlayer.cs.meta │ │ │ │ └── AIPlayer.cs │ │ ├── AI.meta │ │ ├── Common.meta │ │ └── Physics.meta │ └── Tork.meta └── Adrenak.meta ├── .gitignore ├── README.md └── LICENSE /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.1.0f3 2 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Scripts/DrawLevel.cs: -------------------------------------------------------------------------------- 1 | public enum DrawLevel { 2 | None, 3 | OnSelected, 4 | Always 5 | } -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Tocus/README.md: -------------------------------------------------------------------------------- 1 | Credit: https://assetstore.unity.com/packages/3d/vehicles/land/3d-low-poly-car-for-games-tocus-101652 -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Tocus/Tocus.FBX: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/PragneshRathod901/Tork/HEAD/Assets/Adrenak/Tork/Common/Tocus/Tocus.FBX -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Textures/grid.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/PragneshRathod901/Tork/HEAD/Assets/Adrenak/Tork/Common/Textures/grid.png 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-------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Tocus/Textures/Tocus_Exhaust_Pipe.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/PragneshRathod901/Tork/HEAD/Assets/Adrenak/Tork/Common/Tocus/Textures/Tocus_Exhaust_Pipe.png -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Tocus/Textures/Tocus_Steering_wheel.png: -------------------------------------------------------------------------------- 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assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f78de8b191d75348994a46e827e4cbc 3 | folderAsset: yes 4 | timeCreated: 1555006404 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/AI/Demo/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6690c00e634d7b741a26a06cc255c5fa 3 | folderAsset: yes 4 | timeCreated: 1555348305 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 64dafa21f708aa34b92b9014c6e9a7b5 3 | folderAsset: yes 4 | timeCreated: 1555008166 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f4c7805f98d2554d8622307a98c565f 3 | folderAsset: yes 4 | timeCreated: 1555006508 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | public abstract class Player : MonoBehaviour { 5 | protected VehicleInput p_Input = new VehicleInput(); 6 | public abstract VehicleInput GetInput(); 7 | } 8 | } 9 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03dcba3d2ff83c04e82f87d7bede8027 3 | folderAsset: yes 4 | timeCreated: 1554801608 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e6dd71ad7c898d449391786c64e0811 3 | folderAsset: yes 4 | timeCreated: 1555007995 5 | licenseType: Free 6 | 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-------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/CenterOfMassAssigner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c22a177a1068d24991f93b52f4d63a0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/AI/Scripts/AIPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca1579cd7a5aa9a4c8709d8d62969f64 3 | timeCreated: 1555342105 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Scripts/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6d1b5dc4668e8946a46481941c33b83 3 | timeCreated: 1555005362 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/AI/Demo/Scripts/AIDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e7bbbd4413975f41b3ff89338611375 3 | timeCreated: 1555348332 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Scripts/DrawLevel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d98b56ebd5fa2ab4aad84d05b7102fd0 3 | timeCreated: 1554799168 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Scripts/SmoothFollow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 152b8efdd6256c64fb3ad77cd3b294e0 3 | timeCreated: 1554800452 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/KeyboardPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b3de010aa30daa4aad663a04e9d1bbd 3 | timeCreated: 1555347983 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Demo/Scripts/PhysicsDemo.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 32a07620c0661354ab24415957a77749 3 | timeCreated: 1555005887 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Demo/Scripts/PhysicsDemo.cs: -------------------------------------------------------------------------------- 1 | using Adrenak.Tork; 2 | using UnityEngine; 3 | 4 | namespace Adrenak.Tork.Demo { 5 | public class PhysicsDemo : MonoBehaviour { 6 | public Vehicle vehicle; 7 | public SmoothFollow smoothFollow; 8 | 9 | void Start () { 10 | var player = vehicle.gameObject.AddComponent(); 11 | vehicle.SetPlayer(player); 12 | 13 | smoothFollow.target = vehicle.transform; 14 | } 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/AI/Demo/Scripts/AIDemo.cs: -------------------------------------------------------------------------------- 1 | using Adrenak.Tork; 2 | using UnityEngine; 3 | 4 | namespace Adrenak.Tork.Demo { 5 | public class AIDemo : MonoBehaviour { 6 | public Vehicle vehicle; 7 | public SmoothFollow follow; 8 | public Transform destination; 9 | 10 | void Start() { 11 | var ai = vehicle.gameObject.AddComponent(); 12 | vehicle.SetPlayer(ai); 13 | 14 | ai.destination = destination; 15 | ai.steerDamping = .5f; 16 | 17 | follow.target = vehicle.transform; 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 0 11 | m_SpritePackerPaddingPower: 1 12 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 13 | m_ProjectGenerationRootNamespace: 14 | m_UserGeneratedProjectSuffix: 15 | m_CollabEditorSettings: 16 | inProgressEnabled: 1 17 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/KeyboardPlayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork{ 4 | public class KeyboardPlayer : Player { 5 | public const string k_SteeringAxisName = "Horizontal"; 6 | public const string k_AccelerateAxisName = "Vertical"; 7 | public const string k_BrakeAxisName = "Jump"; 8 | 9 | public override VehicleInput GetInput() { 10 | p_Input.acceleration = Input.GetAxis(k_AccelerateAxisName); 11 | p_Input.steering = Input.GetAxis(k_SteeringAxisName); 12 | p_Input.brake = Input.GetAxis(k_BrakeAxisName); 13 | return p_Input; 14 | } 15 | } 16 | } -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/CenterOfMassAssigner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | public class CenterOfMassAssigner : MonoBehaviour { 5 | public Transform m_Point; 6 | 7 | Rigidbody m_Rigidbody; 8 | 9 | void Start () { 10 | m_Rigidbody = GetComponent(); 11 | if (m_Rigidbody == null) return; 12 | m_Rigidbody.centerOfMass = m_Point.localPosition; 13 | } 14 | 15 | #if UNITY_EDITOR 16 | private void OnDrawGizmos() { 17 | Gizmos.color = Color.red; 18 | 19 | if(m_Point != null) 20 | Gizmos.DrawSphere(m_Point.position, .1f); 21 | } 22 | #endif 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Steering.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | [RequireComponent(typeof(Ackermann))] 5 | public class Steering : MonoBehaviour { 6 | public float range = 35; 7 | public float value; 8 | public float rate = 45; 9 | 10 | public Ackermann Ackermann { get; private set; } 11 | float m_CurrAngle; 12 | 13 | private void Awake() { 14 | Ackermann = GetComponent(); 15 | } 16 | 17 | private void Update() { 18 | var destination = value * range; 19 | m_CurrAngle = Mathf.MoveTowards(m_CurrAngle, destination, Time.deltaTime * rate); 20 | m_CurrAngle = Mathf.Clamp(m_CurrAngle, -range, range); 21 | Ackermann.SetAngle(m_CurrAngle); 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 0 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ## Tork 2 | A vehicle system for Unity 3 | 4 | It is being developed for [Project Torque](https://forum.unity.com/threads/project-torque-offroad-racer-update-custom-wheel-colliders-and-physics.652135/#post-4379842). You can join its Discord server [here](https://discord.gg/bKp6VhX). 5 | 6 | ## Modules 7 | - `Physics` 8 | [Demo video](https://www.youtube.com/watch?v=gso45Zg_Z_Q) 9 | Semi realistic/arcade vehicle physics. Features: 10 | 1. Ackermann steering 11 | 2. Motor and brake torque differential 12 | 3. Anti-roll bar 13 | 4. Mid-air steering 14 | 5. Mid-air stabilization 15 | 16 | - `AI` 17 | Currently has a simple `AIPlayer` script that approaches a destination 18 | - `Effects` 19 | Coming soon 20 | - `Audio` 21 | Coming soon 22 | 23 | ## Docs 24 | Coming soon 25 | 26 | ## Contact 27 | [@github](https://www.github.com/adrenak) 28 | [@www](http://www.vatsalambastha.com) -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/AntiRoll.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Adrenak.Tork { 6 | public class AntiRoll : MonoBehaviour { 7 | [Serializable] 8 | public class Axle { 9 | public Wheel left; 10 | public Wheel right; 11 | public float force; 12 | } 13 | 14 | public new Rigidbody rigidbody; 15 | public List axles; 16 | 17 | void FixedUpdate() { 18 | foreach(var axle in axles) { 19 | var wsDown = transform.TransformDirection(Vector3.down); 20 | wsDown.Normalize(); 21 | 22 | float travelL = Mathf.Clamp01(axle.left.CompressionRatio); 23 | float travelR = Mathf.Clamp01(axle.right.CompressionRatio); 24 | float antiRollForce = (travelL - travelR) * axle.force; 25 | 26 | if (axle.left.isGrounded) 27 | rigidbody.AddForceAtPosition(wsDown * -antiRollForce, axle.left.Hit.point); 28 | 29 | if (axle.right.isGrounded) 30 | rigidbody.AddForceAtPosition(wsDown * antiRollForce, axle.right.Hit.point); 31 | } 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Vatsal Ambastha 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/WheelRenderer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | public class WheelRenderer : MonoBehaviour { 5 | public Wheel wheel; 6 | public float offset; 7 | public float angle; 8 | 9 | private void OnValidate() { 10 | SyncPosition(); 11 | } 12 | 13 | public void Update() { 14 | SyncPosition(); 15 | SyncRotation(); 16 | } 17 | 18 | void SyncPosition() { 19 | if (wheel == null) { 20 | Debug.LogWarning("No Wheel attached to WheelRenderer (" + gameObject.name + ")"); 21 | return; 22 | } 23 | 24 | transform.position = new Vector3( 25 | wheel.transform.position.x, 26 | wheel.transform.position.y, 27 | wheel.transform.position.z 28 | ); 29 | 30 | transform.localPosition = new Vector3( 31 | transform.localPosition.x + offset, 32 | transform.localPosition.y - (wheel.suspensionDistance - wheel.CompressionDistance), 33 | transform.localPosition.z 34 | ); 35 | } 36 | 37 | void SyncRotation() { 38 | transform.localEulerAngles = Vector3.zero; 39 | angle += (Time.deltaTime * transform.InverseTransformDirection(wheel.Velocity).z) / (2 * Mathf.PI * wheel.radius) * 360; 40 | transform.Rotate(new Vector3(0, 1, 0), wheel.steerAngle - transform.localEulerAngles.y); 41 | transform.Rotate(new Vector3(1, 0, 0), angle); 42 | } 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Brakes.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | [RequireComponent(typeof(Ackermann))] 5 | public class Brakes : MonoBehaviour { 6 | [Tooltip("The maximum braking torque that can be applied")] 7 | [SerializeField] float maxTorque = 5000; 8 | 9 | [Tooltip("Multiplier to the maxTorque")] 10 | public float value; 11 | 12 | public Wheel m_FrontRight; 13 | public Wheel m_FrontLeft; 14 | public Wheel m_RearRight; 15 | public Wheel m_RearLeft; 16 | 17 | public Ackermann m_Ackermann { get; private set; } 18 | 19 | private void Awake() { 20 | m_Ackermann = GetComponent(); 21 | } 22 | 23 | private void FixedUpdate() { 24 | float fr, fl, rr, rl; 25 | 26 | // If we have Ackerman steering, we apply torque based on the steering radius of each wheel 27 | if (m_Ackermann != null) { 28 | var radii = Ackermann.GetRadii(m_Ackermann.Angle, m_Ackermann.AxleSeparation, m_Ackermann.AxleWidth); 29 | var total = radii[0, 0] + radii[1, 0] + radii[0, 1] + radii[1, 1]; 30 | fl = radii[0, 0] / total; 31 | fr = radii[1, 0] / total; 32 | rl = radii[0, 1] / total; 33 | rr = radii[1, 1] / total; 34 | } 35 | else 36 | fr = fl = rr = rl = 1; 37 | 38 | m_FrontLeft.brakeTorque = value * maxTorque * fl; 39 | m_FrontRight.brakeTorque = value * maxTorque * fr; 40 | 41 | m_RearLeft.brakeTorque = value * maxTorque * rl; 42 | m_RearRight.brakeTorque = value * maxTorque * rr; 43 | } 44 | } 45 | } -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AlwaysShowColliders: 0 28 | m_ShowColliderSleep: 1 29 | m_ShowColliderContacts: 0 30 | m_ShowColliderAABB: 0 31 | m_ContactArrowScale: 0.2 32 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 33 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 34 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 35 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 36 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 37 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Aerodynamics.cs: -------------------------------------------------------------------------------- 1 | using System.Linq; 2 | using UnityEngine; 3 | 4 | namespace Adrenak.Tork { 5 | public class Aerodynamics : MonoBehaviour { 6 | [SerializeField] Rigidbody m_Rigidbody; 7 | [SerializeField] Wheel[] m_Wheels; 8 | 9 | public float downForce = 1000; 10 | public float stabilizationTorque = 15000; 11 | public float midAirSteerTorque = 1500; 12 | public float midAirSteerInput; 13 | 14 | public bool doApplyDownForce; 15 | public bool doStabilize; 16 | public bool doSteerMidAir; 17 | 18 | void FixedUpdate() { 19 | if (doApplyDownForce) 20 | DoApplyDownForce(); 21 | 22 | if (doStabilize) 23 | Stabilize(); 24 | 25 | if (doSteerMidAir) 26 | SteerMidAir(); 27 | } 28 | 29 | void DoApplyDownForce() { 30 | if(downForce != 0) 31 | m_Rigidbody.AddForce(-Vector3.up * downForce); 32 | } 33 | 34 | void Stabilize() { 35 | var inAir = m_Wheels.Where(x => !x.isGrounded); 36 | if (inAir.Count() != 4) return; 37 | 38 | // Try to keep vehicle parallel to the ground while jumping 39 | Vector3 locUp = transform.up; 40 | Vector3 wsUp = new Vector3(0.0f, 1.0f, 0.0f); 41 | Vector3 axis = Vector3.Cross(locUp, wsUp); 42 | float force = stabilizationTorque; 43 | 44 | m_Rigidbody.AddTorque(axis * force); 45 | } 46 | 47 | void SteerMidAir() { 48 | if(!Mathf.Approximately(midAirSteerInput, 0)) 49 | m_Rigidbody.AddTorque(new Vector3(0, midAirSteerInput * midAirSteerTorque, 0)); 50 | } 51 | } 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Motor.cs: -------------------------------------------------------------------------------- 1 | // TODO: Add support for All WD, Rear WD, Front WD. Right now it is only All WD 2 | using UnityEngine; 3 | 4 | namespace Adrenak.Tork { 5 | [RequireComponent(typeof(Ackermann))] 6 | public class Motor : MonoBehaviour { 7 | [Tooltip("The maximum torque that the motor generates")] 8 | public float maxTorque = 20000; 9 | 10 | [Tooltip("Multiplier to the maxTorque")] 11 | public float value; 12 | 13 | public float m_MaxReverseInput = -.5f; 14 | 15 | public Wheel m_FrontRight; 16 | public Wheel m_FrontLeft; 17 | public Wheel m_RearRight; 18 | public Wheel m_RearLeft; 19 | 20 | public Ackermann m_Ackermann { get; private set; } 21 | 22 | private void Awake() { 23 | m_Ackermann = GetComponent(); 24 | } 25 | 26 | private void Update() { 27 | ApplyMotorTorque(); 28 | } 29 | 30 | void ApplyMotorTorque() { 31 | value = Mathf.Clamp(value, m_MaxReverseInput, 1); 32 | float fr, fl, rr, rl; 33 | 34 | // If we have Ackerman steering, we apply torque based on the steering radius of each wheel 35 | var radii = Ackermann.GetRadii(m_Ackermann.Angle, m_Ackermann.AxleSeparation, m_Ackermann.AxleWidth); 36 | var total = radii[0, 0] + radii[1, 0] + radii[0, 1] + radii[1, 1]; 37 | fl = radii[0, 0] / total; 38 | fr = radii[1, 0] / total; 39 | rl = radii[0, 1] / total; 40 | rr = radii[1, 1] / total; 41 | 42 | m_FrontLeft.motorTorque = value * maxTorque * fl; 43 | m_FrontRight.motorTorque = value * maxTorque * fr; 44 | 45 | m_RearLeft.motorTorque = value * maxTorque * rl; 46 | m_RearRight.motorTorque = value * maxTorque * rr; 47 | } 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - 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_BumpScale: 1 59 | - _Cutoff: 0.5 60 | - _DetailNormalMapScale: 1 61 | - _DstBlend: 0 62 | - _GlossMapScale: 1 63 | - _Glossiness: 0.76 64 | - _GlossyReflections: 1 65 | - _Metallic: 0.75 66 | - _Mode: 0 67 | - _OcclusionStrength: 1 68 | - _Parallax: 0.02 69 | - _SmoothnessTextureChannel: 0 70 | - _SpecularHighlights: 1 71 | - _SrcBlend: 1 72 | - _UVSec: 0 73 | - _ZWrite: 1 74 | m_Colors: 75 | - _Color: {r: 1, g: 1, b: 1, a: 1} 76 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 77 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Shaders/CheckBoardGLobal.shader: -------------------------------------------------------------------------------- 1 | // Credit: https://github.com/SergeyMakeev/ArcadeCarPhysics/tree/master/Assets/Shaders 2 | // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' 3 | 4 | Shader "Adrenak/Tork/CheckerBoardGlobal" { 5 | Properties{ 6 | 7 | _MainTex("Albedo (RGB)", 2D) = "white" {} 8 | _Glossiness("Smoothness", Range(0,1)) = 0.0 9 | _Metallic("Metallic", Range(0,1)) = 0.0 10 | _UvScale("UV Scale", Range(0.1,10)) = 1.0 11 | _Color("Color", Color) = (1,1,1,1) 12 | } 13 | SubShader{ 14 | Tags { "RenderType" = "Opaque" } 15 | LOD 200 16 | 17 | CGPROGRAM 18 | // Physically based Standard lighting model, and enable shadows on all light types 19 | #pragma surface surf Standard fullforwardshadows vertex:vert 20 | 21 | // Use shader model 3.0 target, to get nicer looking lighting 22 | #pragma target 3.0 23 | 24 | sampler2D _MainTex; 25 | 26 | struct Input { 27 | float3 worldPosition; 28 | float3 worldNormal; 29 | }; 30 | 31 | half _Glossiness; 32 | half _Metallic; 33 | half _UvScale; 34 | half4 _Color; 35 | 36 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 37 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 38 | // #pragma instancing_options assumeuniformscaling 39 | //UNITY_INSTANCING_BUFFER_START(Props) 40 | // put more per-instance properties here 41 | //UNITY_INSTANCING_BUFFER_END(Props) 42 | 43 | 44 | void vert(inout appdata_full v, out Input data) 45 | { 46 | UNITY_INITIALIZE_OUTPUT(Input, data); 47 | data.worldPosition = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz;; 48 | data.worldNormal = UnityObjectToWorldNormal(v.normal.xyz); 49 | } 50 | 51 | void surf(Input IN, inout SurfaceOutputStandard o) { 52 | 53 | float3 bf = normalize(abs(IN.worldNormal)); 54 | bf /= dot(bf, (float3)1); 55 | 56 | float2 tx = IN.worldPosition.yz * _UvScale; 57 | float2 ty = IN.worldPosition.zx * _UvScale; 58 | float2 tz = IN.worldPosition.xy * _UvScale; 59 | 60 | half4 cx = tex2D(_MainTex, tx) * bf.x; 61 | half4 cy = tex2D(_MainTex, ty) * bf.y; 62 | half4 cz = tex2D(_MainTex, tz) * bf.z; 63 | 64 | o.Albedo = (cx + cy + cz).rgb * _Color.rgb; 65 | o.Metallic = _Metallic; 66 | o.Smoothness = _Glossiness; 67 | o.Alpha = 1.0; 68 | } 69 | ENDCG 70 | } 71 | FallBack "Diffuse" 72 | } -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Vehicle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | [RequireComponent(typeof(Rigidbody))] 5 | [RequireComponent(typeof(CenterOfMassAssigner))] 6 | [RequireComponent(typeof(AntiRoll))] 7 | [RequireComponent(typeof(Aerodynamics))] 8 | [RequireComponent(typeof(Motor))] 9 | [RequireComponent(typeof(Steering))] 10 | [RequireComponent(typeof(Brakes))] 11 | public class Vehicle : MonoBehaviour { 12 | public Vector3 Velocity { get { return m_Rigidbody.velocity; } } 13 | 14 | [Tooltip("The maximum motor torque available based on the speed (KMPH)")] 15 | [SerializeField] AnimationCurve m_MotorTorqueVsSpeed = AnimationCurve.Linear(0, 10000, 250, 0); 16 | 17 | [Tooltip("The steering angle based on the speed (KMPH)")] 18 | [SerializeField] AnimationCurve m_MaxSteeringAngleVsSpeed = AnimationCurve.Linear(0, 35, 250, 5); 19 | 20 | [Tooltip("The down force based on the speed (KMPH)")] 21 | [SerializeField] AnimationCurve m_DownForceVsSpeed = AnimationCurve.Linear(0, 0, 250, 2500); 22 | 23 | [SerializeField] Player m_Player; 24 | 25 | Rigidbody m_Rigidbody; 26 | Steering m_Steering; 27 | Motor m_Motor; 28 | Brakes m_Brake; 29 | Aerodynamics m_Aerodynamics; 30 | 31 | void Start() { 32 | m_Rigidbody = GetComponent(); 33 | m_Steering = GetComponent(); 34 | m_Motor = GetComponent(); 35 | m_Aerodynamics = GetComponent(); 36 | m_Brake = GetComponent(); 37 | } 38 | 39 | public void SetPlayer(Player player) { 40 | m_Player = player; 41 | } 42 | 43 | void Update() { 44 | if (m_Player == null) return; 45 | 46 | var speed = m_Rigidbody.velocity.magnitude * 3.6F; 47 | 48 | m_Steering.range = GetMaxSteerAtSpeed(speed); 49 | m_Motor.maxTorque = GetMotorTorqueAtSpeed(speed); 50 | m_Aerodynamics.downForce = GetDownForceAtSpeed(speed); 51 | 52 | var input = m_Player.GetInput(); 53 | 54 | m_Steering.value = input.steering; 55 | m_Motor.value = input.acceleration; 56 | m_Brake.value = input.brake; 57 | m_Aerodynamics.midAirSteerInput = input.steering; 58 | } 59 | 60 | public float GetMotorTorqueAtSpeed(float speed) { 61 | return m_MotorTorqueVsSpeed.Evaluate(speed); 62 | } 63 | 64 | public float GetMaxSteerAtSpeed(float speed) { 65 | return m_MaxSteeringAngleVsSpeed.Evaluate(speed); 66 | } 67 | 68 | public float GetDownForceAtSpeed(float speed) { 69 | return m_DownForceVsSpeed.Evaluate(speed); 70 | } 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Shaders/CheckBoardLocal.shader: -------------------------------------------------------------------------------- 1 | // Credit: https://github.com/SergeyMakeev/ArcadeCarPhysics/tree/master/Assets/Shaders 2 | 3 | Shader "Adrenak/Tork/CheckerBoardLocal" { 4 | Properties{ 5 | 6 | _MainTex("Albedo (RGB)", 2D) = "white" {} 7 | _Glossiness("Smoothness", Range(0,1)) = 0.0 8 | _Metallic("Metallic", Range(0,1)) = 0.0 9 | _UvScale("UV Scale", Range(0.1,10)) = 1.0 10 | _Color("Color", Color) = (1,1,1,1) 11 | } 12 | SubShader{ 13 | Tags { "RenderType" = "Opaque" } 14 | LOD 200 15 | 16 | CGPROGRAM 17 | // Physically based Standard lighting model, and enable shadows on all light types 18 | #pragma surface surf Standard fullforwardshadows vertex:vert 19 | 20 | // Use shader model 3.0 target, to get nicer looking lighting 21 | #pragma target 3.0 22 | 23 | sampler2D _MainTex; 24 | 25 | struct Input { 26 | float3 localPosition; 27 | float3 localNormal; 28 | }; 29 | 30 | half _Glossiness; 31 | half _Metallic; 32 | half _UvScale; 33 | half4 _Color; 34 | 35 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 36 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 37 | // #pragma instancing_options assumeuniformscaling 38 | //UNITY_INSTANCING_BUFFER_START(Props) 39 | // put more per-instance properties here 40 | //UNITY_INSTANCING_BUFFER_END(Props) 41 | 42 | 43 | void vert(inout appdata_full v, out Input data) 44 | { 45 | 46 | float3 worldScale = float3( 47 | length(float3(unity_ObjectToWorld[0].x, unity_ObjectToWorld[1].x, unity_ObjectToWorld[2].x)), // scale x axis 48 | length(float3(unity_ObjectToWorld[0].y, unity_ObjectToWorld[1].y, unity_ObjectToWorld[2].y)), // scale y axis 49 | length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z)) // scale z axis 50 | ); 51 | 52 | UNITY_INITIALIZE_OUTPUT(Input, data); 53 | data.localPosition = v.vertex.xyz * worldScale; 54 | data.localNormal = v.normal.xyz; 55 | } 56 | 57 | void surf(Input IN, inout SurfaceOutputStandard o) { 58 | 59 | float3 bf = normalize(abs(IN.localNormal)); 60 | bf /= dot(bf, (float3)1); 61 | 62 | float2 tx = IN.localPosition.yz * _UvScale; 63 | float2 ty = IN.localPosition.zx * _UvScale; 64 | float2 tz = IN.localPosition.xy * _UvScale; 65 | 66 | half4 cx = tex2D(_MainTex, tx) * bf.x; 67 | half4 cy = tex2D(_MainTex, ty) * bf.y; 68 | half4 cz = tex2D(_MainTex, tz) * bf.z; 69 | 70 | o.Albedo = (cx + cy + cz).rgb * _Color.rgb; 71 | o.Metallic = _Metallic; 72 | o.Smoothness = _Glossiness; 73 | o.Alpha = 1.0; 74 | } 75 | ENDCG 76 | } 77 | FallBack "Diffuse" 78 | } -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Common/Tocus/Textures/Tocus_Wheel.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 927c5f7f460822c4d93c7e6c9db440e6 3 | timeCreated: 1494566155 4 | licenseType: Store 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 4 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | sRGBTexture: 1 12 | linearTexture: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 6 25 | cubemapConvolution: 0 26 | seamlessCubemap: 0 27 | textureFormat: 1 28 | maxTextureSize: 2048 29 | textureSettings: 30 | filterMode: -1 31 | aniso: -1 32 | mipBias: -1 33 | wrapMode: -1 34 | nPOTScale: 1 35 | lightmap: 0 36 | compressionQuality: 50 37 | spriteMode: 0 38 | spriteExtrude: 1 39 | spriteMeshType: 1 40 | alignment: 0 41 | spritePivot: {x: 0.5, y: 0.5} 42 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 43 | spritePixelsToUnits: 100 44 | alphaUsage: 1 45 | alphaIsTransparency: 0 46 | spriteTessellationDetail: -1 47 | textureType: 0 48 | textureShape: 1 49 | maxTextureSizeSet: 0 50 | compressionQualitySet: 0 51 | textureFormatSet: 0 52 | platformSettings: 53 | - buildTarget: DefaultTexturePlatform 54 | maxTextureSize: 2048 55 | textureFormat: -1 56 | textureCompression: 1 57 | compressionQuality: 50 58 | crunchedCompression: 0 59 | allowsAlphaSplitting: 0 60 | overridden: 0 61 | - buildTarget: Standalone 62 | maxTextureSize: 2048 63 | textureFormat: -1 64 | textureCompression: 1 65 | compressionQuality: 50 66 | crunchedCompression: 0 67 | allowsAlphaSplitting: 0 68 | overridden: 0 69 | - buildTarget: iPhone 70 | maxTextureSize: 2048 71 | textureFormat: -1 72 | textureCompression: 1 73 | compressionQuality: 50 74 | crunchedCompression: 0 75 | allowsAlphaSplitting: 0 76 | overridden: 0 77 | - buildTarget: tvOS 78 | maxTextureSize: 2048 79 | textureFormat: -1 80 | textureCompression: 1 81 | compressionQuality: 50 82 | crunchedCompression: 0 83 | allowsAlphaSplitting: 0 84 | overridden: 0 85 | - buildTarget: Android 86 | maxTextureSize: 2048 87 | textureFormat: -1 88 | textureCompression: 1 89 | compressionQuality: 50 90 | crunchedCompression: 0 91 | allowsAlphaSplitting: 0 92 | overridden: 0 93 | spriteSheet: 94 | serializedVersion: 2 95 | sprites: [] 96 | outline: [] 97 | spritePackingTag: 98 | userData: 99 | assetBundleName: 100 | assetBundleVariant: 101 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/AI/Scripts/AIPlayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | [RequireComponent(typeof(Steering))] 5 | public class AIPlayer : Player { 6 | public enum Direction { 7 | Forward, 8 | Reverse 9 | } 10 | 11 | public Transform destination; 12 | public Direction m_Direction = Direction.Forward; 13 | public float steerDamping = .5f; 14 | 15 | Vehicle m_Vehicle; 16 | Steering m_Steering; 17 | float lastSteer; 18 | 19 | bool m_IsInTurningCircle; 20 | 21 | void Start() { 22 | m_Vehicle = GetComponent(); 23 | m_Steering = GetComponent(); 24 | } 25 | 26 | public bool isBehind; 27 | public bool isInCircle; 28 | 29 | public override VehicleInput GetInput() { 30 | float lastSteer = 0, newSteer = 0, damping = 0; 31 | 32 | var towards = destination.position - transform.position; 33 | var locTowards = transform.InverseTransformDirection(towards); 34 | var angle = Vector3.Angle(transform.forward, towards) * Mathf.Sign(locTowards.x); 35 | bool isTargetOnRight = Mathf.Sign(locTowards.x) > 0; 36 | isBehind = Vector3.Dot(towards, transform.forward) < 0; 37 | 38 | // Get radii at the maximum steering angle 39 | // This gives is the smallest turning radius the car can have 40 | var radii = Ackermann.GetRadii( 41 | m_Vehicle.GetMaxSteerAtSpeed(m_Vehicle.Velocity.magnitude), 42 | m_Steering.Ackermann.AxleSeparation, 43 | m_Steering.Ackermann.AxleWidth 44 | ); 45 | var avgRadius = (radii[0, 0] + radii[0, 1] + radii[1, 0] + radii[1, 1]) / 4; 46 | avgRadius = Mathf.Abs(avgRadius); 47 | 48 | // Find out if the target is inside the turning circle 49 | var pivot = m_Steering.Ackermann.GetPivot(); 50 | var localPivot = transform.InverseTransformPoint(pivot); 51 | var isPivotOnRight = Mathf.Sign(localPivot.x) > 0; 52 | // If the target and pivot are on opposite sides of the car 53 | // we move the pivot along the local X axis so we can do a valid comparision 54 | if (isPivotOnRight != isTargetOnRight) 55 | localPivot.x *= -1; 56 | pivot = transform.TransformPoint(localPivot); 57 | isInCircle = (destination.position - pivot).magnitude < avgRadius; 58 | 59 | switch (m_Direction) { 60 | case Direction.Forward: 61 | Debug.DrawLine(transform.position, pivot, Color.green); 62 | p_Input.acceleration = 1; 63 | p_Input.brake = 0; 64 | 65 | lastSteer = p_Input.steering; 66 | newSteer = Mathf.Clamp(angle / m_Steering.range, -1, 1); 67 | damping = (newSteer - lastSteer) * steerDamping; 68 | p_Input.steering = newSteer + damping; 69 | 70 | if (isBehind && isInCircle) 71 | m_Direction = Direction.Reverse; 72 | break; 73 | case Direction.Reverse: 74 | Debug.DrawLine(transform.position, pivot, Color.red); 75 | p_Input.acceleration = -1; 76 | p_Input.brake = 0; 77 | 78 | lastSteer = p_Input.steering; 79 | newSteer = Mathf.Clamp(angle / m_Steering.range, -1, 1); 80 | damping = (newSteer - lastSteer) * steerDamping; 81 | p_Input.steering = newSteer + damping; 82 | 83 | if (!isBehind && !isInCircle) 84 | m_Direction = Direction.Forward; 85 | break; 86 | } 87 | 88 | return p_Input; 89 | } 90 | } 91 | } 92 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Ackermann.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Adrenak.Tork { 4 | /// 5 | /// An implementation of Ackermann steering mechanism 6 | /// 7 | public class Ackermann : MonoBehaviour { 8 | public DrawLevel drawLevel; 9 | 10 | [SerializeField] Wheel m_FrontRight; 11 | [SerializeField] Wheel m_FrontLeft; 12 | [SerializeField] Wheel m_RearRight; 13 | [SerializeField] Wheel m_RearLeft; 14 | public float[,] Radii { get; private set; } 15 | 16 | public float Angle { get; private set; } 17 | 18 | public float AxleSeparation { 19 | get { return (m_FrontLeft.transform.position - m_RearLeft.transform.position).magnitude; } 20 | } 21 | 22 | public float AxleWidth { 23 | get { return (m_FrontLeft.transform.position - m_FrontRight.transform.position).magnitude; } 24 | } 25 | 26 | public float FrontRightRadius { 27 | get { return AxleSeparation / Mathf.Sin(Mathf.Abs(m_FrontRight.steerAngle)); } 28 | } 29 | 30 | public float FrontLeftRadius { 31 | get { return AxleSeparation / Mathf.Sin(Mathf.Abs(m_FrontLeft.steerAngle)); } 32 | } 33 | 34 | private void Start() { 35 | Radii = new float[2, 2]; 36 | } 37 | 38 | private void Update() { 39 | Radii = GetRadii(Angle, AxleSeparation, AxleWidth); 40 | } 41 | 42 | public void SetAngle(float angle) { 43 | Angle = angle; 44 | var farAngle = GetSecondaryAngle(angle, AxleWidth, AxleSeparation); 45 | 46 | // The rear wheels are always at 0 steer in Ackermann 47 | m_RearLeft.steerAngle = m_RearRight.steerAngle = 0; 48 | 49 | if (Mathf.Approximately(Angle, 0)) 50 | m_FrontRight.steerAngle = m_FrontLeft.steerAngle = 0; 51 | else if (Angle > 0) { 52 | m_FrontRight.steerAngle = Angle; 53 | m_FrontLeft.steerAngle = farAngle; 54 | } 55 | else if (Angle < 0) { 56 | m_FrontLeft.steerAngle = Angle; 57 | m_FrontRight.steerAngle = -farAngle; 58 | } 59 | } 60 | 61 | public Vector3 GetPivot() { 62 | if(Angle > 0) 63 | return m_FrontRight.transform.position + Radii[0, 1] * m_FrontRight.transform.right; 64 | else 65 | return m_FrontLeft.transform.position - Radii[0, 0] * m_FrontLeft.transform.right; 66 | } 67 | 68 | public static float GetSecondaryAngle(float angle, float width, float separation) { 69 | float close = separation / Mathf.Tan(Mathf.Abs(angle) * Mathf.Deg2Rad); 70 | float far = close + width; 71 | 72 | return Mathf.Atan(separation / far) * Mathf.Rad2Deg; 73 | } 74 | 75 | public static float[,] GetRadii(float angle, float separation, float width) { 76 | var secAngle = GetSecondaryAngle(angle, width, separation); 77 | float[,] radii = new float[2, 2]; 78 | 79 | if (Mathf.Abs(angle) < 1) 80 | radii[0, 0] = radii[1, 0] = radii[0, 1] = radii[1, 1] = 1000; 81 | 82 | if (angle < -1) { 83 | radii[0, 0] = separation / Mathf.Sin(Mathf.Abs(angle * Mathf.Deg2Rad)); 84 | radii[0, 1] = separation / Mathf.Sin(Mathf.Abs(secAngle * Mathf.Deg2Rad)); 85 | radii[1, 0] = separation / Mathf.Tan(Mathf.Abs(angle * Mathf.Deg2Rad)); 86 | radii[1, 1] = separation / Mathf.Tan(Mathf.Abs(secAngle * Mathf.Deg2Rad)); 87 | } 88 | else if (angle > 1) { 89 | radii[0, 0] = separation / Mathf.Sin(Mathf.Abs(secAngle * Mathf.Deg2Rad)); 90 | radii[0, 1] = separation / Mathf.Sin(Mathf.Abs(angle * Mathf.Deg2Rad)); 91 | radii[1, 0] = separation / Mathf.Tan(Mathf.Abs(secAngle * Mathf.Deg2Rad)); 92 | radii[1, 1] = separation / Mathf.Tan(Mathf.Abs(angle * Mathf.Deg2Rad)); 93 | } 94 | 95 | return radii; 96 | } 97 | 98 | void OnDrawGizmos() { 99 | if (drawLevel == DrawLevel.Always) 100 | Draw(); 101 | } 102 | 103 | void OnDrawGizmosSelected() { 104 | if (drawLevel == DrawLevel.OnSelected) 105 | Draw(); 106 | } 107 | 108 | #if UNITY_EDITOR 109 | void Draw() { 110 | UnityEditor.Handles.color = Color.cyan; 111 | 112 | if(m_FrontLeft != null) { 113 | var angle = m_FrontLeft.transform.localEulerAngles.y; 114 | var origin = m_FrontLeft.transform.position; 115 | UnityEditor.Handles.DrawLine(origin, origin + Quaternion.AngleAxis(angle, Vector3.up) * transform.forward); 116 | } 117 | 118 | if (m_FrontRight != null) { 119 | var angle = m_FrontRight.transform.localEulerAngles.y; 120 | var origin = m_FrontRight.transform.position; 121 | UnityEditor.Handles.DrawLine(origin, origin + Quaternion.AngleAxis(angle, Vector3.up) * transform.forward); 122 | } 123 | } 124 | #endif 125 | } 126 | } 127 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 5 8 | m_QualitySettings: 9 | - 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serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/Adrenak/Tork/Physics/Scripts/Wheel.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | #if UNITY_EDITOR 3 | using UnityEditor; 4 | #endif 5 | 6 | namespace Adrenak.Tork { 7 | public class Wheel : MonoBehaviour { 8 | [Tooltip("The radius of the wheel")] 9 | /// 10 | /// The radius of the wheel 11 | /// 12 | public float radius = 0.5f; 13 | 14 | [Header("Spring")] 15 | [Tooltip("How far the spring expands when it is in air.")] 16 | /// 17 | /// How far the spring expands when it is in air. 18 | /// 19 | public float suspensionDistance = .2f; 20 | 21 | [Tooltip( 22 | "The constant in the Hooke's spring law." + 23 | " High values make the spring hard to compress" + 24 | " Make this higher for heavier vehicles" 25 | )] 26 | /// 27 | /// The k in the Hooke's spring law. 28 | /// High values make the spring hard to compress 29 | /// Make this higher for heavier vehicles 30 | /// 31 | public float stiffness = 10000; 32 | 33 | [Tooltip("Damping applied to the wheel. Lower values make the wheel bounce more.")] 34 | /// 35 | /// Damping applied to the wheel. 36 | /// Lower values make the wheel bounce more. 37 | /// 38 | public float damping = 5000; 39 | 40 | [Tooltip("The rate (m/s) at which the spring relaxes to maximum length when the wheel is not on the ground.")] 41 | /// 42 | /// The rate (m/s) at which the spring relaxes to maximum length when the wheel is not on the ground. 43 | /// 44 | public float relaxRate = .5f; 45 | 46 | [Header("Friction")] 47 | [Tooltip( 48 | "Multiplier for the wheels sideways friction." + 49 | " Values below 1 will cause the wheel to drift" + 50 | " Values above 1 will cause sharp turns" 51 | )] 52 | /// 53 | /// Multiplier for the wheels sideways friction. 54 | /// Values below 1 will cause the wheel to drift 55 | /// Values above 1 will cause sharp turns 56 | /// 57 | public float sidewaysGrip = 1; 58 | 59 | [Tooltip( 60 | "Multiplier for the wheels forward friction." + 61 | " Values below 1 will cause the wheel to slip (like ice)" + 62 | " Values above 1 will cause the wheel to have high traction (and this higher speed)" 63 | )] 64 | /// 65 | /// Multiplier for the wheels forward friction. 66 | /// Values below 1 will cause the wheel to slip (like ice) 67 | /// Values above 1 will cause the wheel to have high traction (and this higher speed) 68 | /// 69 | public float forwardGrip = 1; 70 | 71 | [Tooltip( 72 | "Multiplier for the wheels sideways friction. " + 73 | " Values below 1 cause the wheel to skid" + 74 | " Values above 1 will cause the wheel to take sharper turns" 75 | )] 76 | /// 77 | /// Multiplier for the wheels sideways friction 78 | /// Values below 1 cause the wheel to skid 79 | /// Values above 1 will cause the wheel to take sharper turns 80 | /// 81 | public float rollingFriction = .1f; 82 | 83 | [Header("Collision")] 84 | [Tooltip( 85 | "Whether the normal force from the wheel collision should be faked. " + 86 | " True causes the force to be applied only along the wheels upward direction" + 87 | " causing causing it to not slow down from collisions" 88 | )] 89 | /// 90 | /// Whether the normal force from the wheel collision should be faked. 91 | /// True causes the force to be applied only along the wheels upward direction 92 | /// causing causing it to not slow down from collisions 93 | /// 94 | public bool fakeNormals; 95 | 96 | /// 97 | /// The layers used for wheel raycast 98 | /// 99 | public LayerMask m_RaycastLayers; 100 | 101 | /// 102 | /// The velocity of the wheel (at the raycast hit point) in world space 103 | /// 104 | public Vector3 Velocity { get; private set; } 105 | 106 | /// 107 | /// The angle by which the wheel is turning 108 | /// 109 | public float steerAngle { get; set; } 110 | 111 | /// 112 | /// The torque applied to the wheel for moving in the forward and backward direction 113 | /// 114 | public float motorTorque { get; set; } 115 | 116 | /// 117 | /// The torque the brake is applying on the wheel 118 | /// 119 | public float brakeTorque { get; set; } 120 | 121 | /// 122 | ///Revolutions per minute of the wheel 123 | /// 124 | public float RPM { get; private set; } 125 | 126 | /// 127 | /// Whether the wheel is touching the ground 128 | /// 129 | public bool isGrounded { get; private set; } 130 | 131 | /// 132 | /// The distance to which the spring of the wheel is compressed 133 | /// 134 | public float CompressionDistance { get; private set; } 135 | float m_PrevCompressionDist; 136 | 137 | /// 138 | /// The ratio of compression distance and suspension distance 139 | /// 0 when the wheel is entirely uncompressed, 140 | /// 1 when the wheel is entirely compressed 141 | /// 142 | public float CompressionRatio { get; private set; } 143 | 144 | /// 145 | /// The raycast hit point of the wheel 146 | /// 147 | public RaycastHit Hit { get { return m_Hit; } } 148 | RaycastHit m_Hit; 149 | 150 | /// 151 | /// The force the spring exerts on the rigidbody 152 | /// 153 | public Vector3 SpringForce { get; private set; } 154 | 155 | Ray m_Ray; 156 | new Rigidbody rigidbody; 157 | const float k_RayStartHeight = 1; 158 | 159 | void Start() { 160 | m_Ray = new Ray(); 161 | 162 | // Remove rigidbody component from the wheel 163 | rigidbody = GetComponent(); 164 | if (rigidbody) 165 | Destroy(rigidbody); 166 | 167 | // Get the rigidbody component from the parent 168 | rigidbody = GetComponentInParent(); 169 | } 170 | 171 | void FixedUpdate() { 172 | transform.localEulerAngles = new Vector3(0, steerAngle, 0); 173 | CalculateSuspension(); 174 | CalculateFriction(); 175 | CalculateRPM(); 176 | } 177 | 178 | void CalculateRPM() 179 | { 180 | float metersPerMinute = rigidbody.velocity.magnitude * 60; 181 | float wheelCircumference = 2 * Mathf.PI * radius; 182 | RPM = metersPerMinute / wheelCircumference; 183 | } 184 | 185 | void CalculateSuspension() { 186 | float rayLen = GetRayLen(); 187 | m_Ray.direction = -transform.up.normalized; 188 | m_Ray.origin = transform.position + transform.up * k_RayStartHeight; 189 | 190 | bool didHit = WheelRaycast(rayLen, ref m_Hit); 191 | // If we did not hit, relax the spring and return 192 | if (!didHit) { 193 | m_PrevCompressionDist = CompressionDistance; 194 | CompressionDistance = CompressionDistance - Time.fixedDeltaTime * relaxRate; 195 | CompressionDistance = Mathf.Clamp(CompressionDistance, 0, suspensionDistance); 196 | 197 | isGrounded = false; 198 | return; 199 | } 200 | 201 | var force = 0.0f; 202 | isGrounded = true; 203 | CompressionDistance = rayLen - Hit.distance; 204 | CompressionDistance = Mathf.Clamp(CompressionDistance, 0, suspensionDistance); 205 | CompressionRatio = Mathf.Clamp01(CompressionDistance / suspensionDistance); 206 | 207 | // Calculate the force from the springs compression using Hooke's Law 208 | float springForce = stiffness * CompressionRatio; 209 | force += springForce; 210 | 211 | // Calculate the damping force based on compression rate of the spring 212 | float rate = (CompressionDistance - m_PrevCompressionDist) / Time.fixedDeltaTime; 213 | m_PrevCompressionDist = CompressionDistance; 214 | 215 | float damperForce = rate * damping; 216 | force += damperForce; 217 | 218 | // When normals are faked, the spring force vector is not applied towards the wheel's center, 219 | // instead it is resolved along the global Y axis and applied 220 | // This helps maintain velocity over speed bumps, however may be unrealistic 221 | if (fakeNormals) 222 | SpringForce = Vector3.up * force; 223 | else { 224 | float fakedScale = Vector3.Dot(Hit.normal, transform.up); 225 | force *= fakedScale; 226 | SpringForce = transform.up * force; 227 | } 228 | 229 | // Apply suspension force 230 | rigidbody.AddForceAtPosition(SpringForce, (Hit.point)); 231 | } 232 | 233 | bool WheelRaycast(float maxDistance, ref RaycastHit nearestHit) { 234 | RaycastHit hit; 235 | 236 | if (Physics.Raycast(m_Ray.origin, m_Ray.direction, out hit, maxDistance, m_RaycastLayers)) { 237 | nearestHit = hit; 238 | return true; 239 | } 240 | return false; 241 | } 242 | 243 | void CalculateFriction() { 244 | Velocity = rigidbody.GetPointVelocity(Hit.point); 245 | 246 | if (!isGrounded) return; 247 | 248 | // Contact basis (can be different from wheel basis) 249 | Vector3 normal = Hit.normal; 250 | Vector3 side = transform.right; 251 | Vector3 forward = transform.forward; 252 | 253 | // Apply less force if the vehicle is tilted 254 | var angle = Vector3.Angle(normal, transform.up); 255 | var multiplier = Mathf.Cos(angle * Mathf.Deg2Rad); 256 | 257 | // Calculate sliding velocity (velocity without normal force) 258 | Vector3 sideVel = Vector3.Dot(Velocity, side) * side * multiplier; 259 | Vector3 forwardVel = Vector3.Dot(Velocity, forward) * forward * multiplier; 260 | Vector3 velocity2D = sideVel + forwardVel; 261 | 262 | Vector3 momentum = velocity2D * rigidbody.mass; 263 | 264 | var latForce = Vector3.Dot(-momentum, side) * side * sidewaysGrip; 265 | var longForce = Vector3.Dot(-momentum, forward) * forward * forwardGrip; 266 | Vector3 frictionForce = latForce + longForce; 267 | 268 | // Apply rolling friction 269 | longForce *= 1 - rollingFriction; 270 | 271 | // Apply brake force 272 | var brakeForceMag = brakeTorque / radius; 273 | brakeForceMag = Mathf.Clamp(brakeForceMag, 0, longForce.magnitude); 274 | longForce -= longForce.normalized * brakeForceMag; 275 | 276 | frictionForce -= longForce; 277 | rigidbody.AddForceAtPosition(frictionForce, Hit.point); 278 | 279 | rigidbody.AddForceAtPosition(forward * motorTorque / radius * forwardGrip, Hit.point); 280 | } 281 | 282 | void AddForce(Vector3 force) { 283 | if (Mathf.Approximately(force.magnitude, 0)) return; 284 | rigidbody.AddForceAtPosition(force, Hit.point); 285 | } 286 | 287 | float GetRayLen() { 288 | return suspensionDistance + radius + k_RayStartHeight; 289 | } 290 | 291 | #if UNITY_EDITOR 292 | void OnDrawGizmos() { 293 | Handles.color = Color.yellow; 294 | 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