├── .gitignore ├── Assets ├── Fonts.meta ├── Fonts │ ├── DefaultFont.ttf │ ├── DefaultFont.ttf.meta │ ├── LICENSE.txt │ └── LICENSE.txt.meta ├── Materials.meta ├── Materials │ ├── Environment.meta │ ├── Environment │ │ ├── Barrier.mat │ │ ├── Barrier.mat.meta │ │ ├── Concrete.mat │ │ ├── Concrete.mat.meta │ │ ├── Dirt.mat │ │ ├── Dirt.mat.meta │ │ ├── Metal.mat │ │ ├── Metal.mat.meta │ │ ├── Rock.mat │ │ ├── Rock.mat.meta │ │ ├── Skybox.mat │ │ ├── Skybox.mat.meta │ │ ├── Tarmac.mat │ │ ├── Tarmac.mat.meta │ │ ├── TarmacCaution.mat │ │ ├── TarmacCaution.mat.meta │ │ ├── Water.mat │ │ └── Water.mat.meta │ ├── Physics.meta │ ├── Physics │ │ ├── Car.physicMaterial │ │ └── Car.physicMaterial.meta │ ├── Vehicles.meta │ └── Vehicles │ │ ├── BrakeLights.mat │ │ ├── BrakeLights.mat.meta │ │ ├── CarMetal.mat │ │ ├── CarMetal.mat.meta │ │ ├── CarPaint.mat │ │ ├── CarPaint.mat.meta │ │ ├── Chrome.mat │ │ ├── Chrome.mat.meta │ │ ├── Glass.mat │ │ ├── Glass.mat.meta │ │ ├── Hub.mat │ │ ├── Hub.mat.meta │ │ ├── Light.mat │ │ ├── Light.mat.meta │ │ ├── Plastic.mat │ │ ├── Plastic.mat.meta │ │ ├── Tyre.mat │ │ ├── Tyre.mat.meta │ │ ├── VehicleUnderside.mat │ │ └── VehicleUnderside.mat.meta ├── Models.meta ├── Models │ ├── Environment.meta │ ├── Environment │ │ ├── Ramp.fbx │ │ ├── Ramp.fbx.meta │ │ ├── Rock.FBX │ │ ├── Rock.FBX.meta │ │ ├── RocksScatter.FBX │ │ ├── RocksScatter.FBX.meta │ │ ├── RumbleStrips.fbx │ │ ├── RumbleStrips.fbx.meta │ │ ├── SpeedBumps.fbx │ │ ├── SpeedBumps.fbx.meta │ │ ├── Track.fbx │ │ ├── Track.fbx.meta │ │ ├── TrackBarriers.fbx │ │ ├── TrackBarriers.fbx.meta │ │ ├── TrackBarriersCollision.fbx │ │ └── TrackBarriersCollision.fbx.meta │ ├── Vehicles.meta │ └── Vehicles │ │ ├── FamilyCarChassis.fbx │ │ ├── FamilyCarChassis.fbx.meta │ │ ├── FamilyCarCollision.fbx │ │ ├── FamilyCarCollision.fbx.meta │ │ ├── FamilyCarTyre.fbx │ │ ├── FamilyCarTyre.fbx.meta │ │ ├── SportsCarChassis.fbx │ │ ├── SportsCarChassis.fbx.meta │ │ ├── SportsCarCollision.fbx │ │ ├── SportsCarCollision.fbx.meta │ │ ├── SportsCarTyre.fbx │ │ ├── SportsCarTyre.fbx.meta │ │ ├── TruckChassis.FBX │ │ ├── TruckChassis.FBX.meta │ │ ├── TruckCollision.fbx │ │ ├── TruckCollision.fbx.meta │ │ ├── TruckTyre.FBX │ │ └── TruckTyre.FBX.meta ├── Prefabs.meta ├── Prefabs │ ├── Cameras.meta │ ├── Cameras │ │ ├── CamRig.prefab │ │ └── CamRig.prefab.meta │ ├── Environment.meta │ ├── Environment │ │ ├── Ramp.prefab │ │ ├── Ramp.prefab.meta │ │ ├── Rock.prefab │ │ ├── Rock.prefab.meta │ │ ├── RocksScatter.prefab │ │ ├── RocksScatter.prefab.meta │ │ ├── SpeedBumps.prefab │ │ └── SpeedBumps.prefab.meta │ ├── Vehicles.meta │ └── Vehicles │ │ ├── FamilyCar.prefab │ │ ├── FamilyCar.prefab.meta │ │ ├── FamilyCarTyre.prefab │ │ ├── FamilyCarTyre.prefab.meta │ │ ├── SportsCar.prefab │ │ ├── SportsCar.prefab.meta │ │ ├── SportsCarTyre.prefab │ │ ├── SportsCarTyre.prefab.meta │ │ ├── Truck.prefab │ │ ├── Truck.prefab.meta │ │ ├── TruckTyre.prefab │ │ └── TruckTyre.prefab.meta ├── Scenes.meta ├── Scenes │ ├── TestTrack.meta │ ├── TestTrack.unity │ ├── TestTrack.unity.meta │ ├── TestTrack │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ ├── ReflectionProbe-1.exr.meta │ │ ├── TestTrackterrain.asset │ │ └── TestTrackterrain.asset.meta │ ├── TestTrack_Profiles.meta │ └── TestTrack_Profiles │ │ ├── Main Camera Profile.asset │ │ └── Main Camera Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── CarSwitcher.cs │ ├── CarSwitcher.cs.meta │ ├── DriftCamera.cs │ ├── DriftCamera.cs.meta │ ├── EasySuspension.cs │ ├── EasySuspension.cs.meta │ ├── Editor.meta │ ├── Editor │ │ ├── GraphOverlayEditor.cs │ │ ├── GraphOverlayEditor.cs.meta │ │ ├── PackageManagerAssembly.meta │ │ ├── PackageManagerAssembly │ │ │ ├── PackageImportList.txt │ │ │ ├── PackageImportList.txt.meta │ │ │ ├── PackageManagerAssembly.dll │ │ │ └── PackageManagerAssembly.dll.meta │ │ ├── VehicleSkeletonWizard.cs │ │ └── VehicleSkeletonWizard.cs.meta │ ├── GraphOverlay.cs │ ├── GraphOverlay.cs.meta │ ├── WheelDrive.cs │ └── WheelDrive.cs.meta ├── Sprites.meta ├── Sprites │ ├── UnityLogoSprite.tif │ └── UnityLogoSprite.tif.meta ├── VehicleToolsQuickStart.pdf ├── VehicleToolsQuickStart.pdf.meta ├── _TerrainAutoUpgrade.meta ├── _TerrainAutoUpgrade │ ├── layer_DirtAlbedoDirtNormal(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer │ ├── layer_DirtAlbedoDirtNormal(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.000,0.000.terrainlayer.meta │ ├── layer_DirtAlbedoDirtNormal(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.740,0.000.terrainlayer │ ├── layer_DirtAlbedoDirtNormal(15.000,15.000)(0.000,0.000)(0.000,0.000,0.000),0.740,0.000.terrainlayer.meta │ ├── layer_StoneAlbedoStoneNormal(20.000,20.000)(0.000,0.000)(0.000,0.000,0.000),0.280,0.000.terrainlayer │ └── layer_StoneAlbedoStoneNormal(20.000,20.000)(0.000,0.000)(0.000,0.000,0.000),0.280,0.000.terrainlayer.meta ├── textures.meta └── textures │ ├── Environment.meta │ └── Environment │ ├── CheckerAlbedo.tif │ ├── CheckerAlbedo.tif.meta │ ├── ConcreteAlbedo.tif │ ├── ConcreteAlbedo.tif.meta │ ├── ConcreteNormal.tif │ ├── ConcreteNormal.tif.meta │ ├── ConcreteSpecularGloss.tif │ ├── ConcreteSpecularGloss.tif.meta │ ├── DirtAlbedo.tif │ ├── DirtAlbedo.tif.meta │ ├── DirtNormal.tif │ ├── DirtNormal.tif.meta │ ├── RockAlbedo.tif │ ├── RockAlbedo.tif.meta │ ├── RockNormal.tif │ ├── RockNormal.tif.meta │ ├── RockSpecularGloss.tif │ ├── RockSpecularGloss.tif.meta │ ├── StoneAlbedo.tif │ ├── StoneAlbedo.tif.meta │ ├── StoneNormal.tif │ ├── StoneNormal.tif.meta │ ├── TarmacAlbedo.tif │ ├── TarmacAlbedo.tif.meta │ ├── TarmacCautionAlbedo.tif │ ├── TarmacCautionAlbedo.tif.meta │ ├── TarmacCautionNormal.tif │ ├── TarmacCautionNormal.tif.meta │ ├── TarmacDirtAlbedo.tif │ ├── TarmacDirtAlbedo.tif.meta │ ├── TarmacDirtNormal.tif │ ├── TarmacDirtNormal.tif.meta │ ├── TarmacDirtSpecularGloss.tif │ ├── TarmacDirtSpecularGloss.tif.meta │ ├── TarmacNormal.tif │ ├── TarmacNormal.tif.meta │ ├── TarmacSpecular.tif │ ├── TarmacSpecular.tif.meta │ ├── WaterBump.jpg │ └── WaterBump.jpg.meta ├── Packages ├── manifest.json ├── manifest.json.meta └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshProjectSettings.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── Readme.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | [Ll]ogs/ 7 | [Uu]serSettings/ 8 | Assets/AssetStoreTools* 9 | 10 | # Visual Studio cache directory 11 | .vs/ 12 | .vscode/ 13 | 14 | # Autogenerated VS/MD/Consulo solution and project files 15 | ExportedObj/ 16 | .consulo/ 17 | *.csproj 18 | *.unityproj 19 | *.sln 20 | *.suo 21 | *.tmp 22 | *.user 23 | *.userprefs 24 | *.pidb 25 | *.booproj 26 | *.svd 27 | *.pdb 28 | 29 | # Unity3D generated meta files 30 | *.pidb.meta 31 | *.pdb.meta 32 | 33 | # Unity3D Generated File On Crash Reports 34 | sysinfo.txt 35 | 36 | # Builds 37 | *.apk 38 | *.unitypackage 39 | 40 | # Mac Generated 41 | .DS_Store -------------------------------------------------------------------------------- /Assets/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57649e3f93d89a24c9339b36dbd61d28 3 | folderAsset: yes 4 | timeCreated: 1475665657 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | 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/Assets/Scripts/CarSwitcher.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | public class CarSwitcher : MonoBehaviour 5 | { 6 | public List vehicles; 7 | public Transform spawnPoints; 8 | 9 | private DriftCamera m_DriftCamera; 10 | private int m_VehicleId; 11 | 12 | void Start () 13 | { 14 | m_DriftCamera = GetComponent(); 15 | } 16 | 17 | void Update () 18 | { 19 | if (Input.GetKeyUp(KeyCode.K)) 20 | { 21 | // Disable the previous vehicle. 22 | vehicles[m_VehicleId].SetActive(false); 23 | 24 | m_VehicleId = (m_VehicleId + 1) % vehicles.Count; 25 | 26 | vehicles[m_VehicleId].SetActive(true); 27 | 28 | var graph = GetComponent(); 29 | if (graph) 30 | { 31 | graph.vehicleBody = vehicles[m_VehicleId].GetComponent(); 32 | graph.SetupWheelConfigs(); 33 | } 34 | 35 | // Setup the new one. 36 | Transform vehicleT = vehicles[m_VehicleId].transform; 37 | Transform camRig = vehicleT.Find("CamRig"); 38 | 39 | m_DriftCamera.lookAtTarget = camRig.Find("CamLookAtTarget"); 40 | m_DriftCamera.positionTarget = camRig.Find("CamPosition"); 41 | m_DriftCamera.sideView = camRig.Find("CamSidePosition"); 42 | } 43 | 44 | if (Input.GetKeyUp(KeyCode.R)) 45 | { 46 | Transform vehicleTransform = vehicles[m_VehicleId].transform; 47 | vehicleTransform.rotation = Quaternion.identity; 48 | 49 | Transform closest = spawnPoints.GetChild(0); 50 | 51 | // Find the closest spawn point. 52 | for (int i = 0; i < spawnPoints.childCount; ++i) 53 | { 54 | Transform thisTransform = spawnPoints.GetChild(i); 55 | 56 | float distanceToClosest = Vector3.Distance(closest.position, vehicleTransform.position); 57 | float distanceToThis = Vector3.Distance(thisTransform.position, vehicleTransform.position); 58 | 59 | if (distanceToThis < distanceToClosest) 60 | { 61 | closest = thisTransform; 62 | } 63 | } 64 | 65 | // Spawn at the closest spawn point. 66 | #if UNITY_EDITOR 67 | Debug.Log("Teleporting to " + closest.name); 68 | #endif 69 | vehicleTransform.rotation = closest.rotation; 70 | 71 | // Try refining the spawn point so it's closer to the ground. 72 | // Here we assume there is only one renderer. If not, looping over all the bounds could do the trick. 73 | var renderer = vehicleTransform.gameObject.GetComponentInChildren(); 74 | // A valid car must have at least one wheel. 75 | var wheel = vehicleTransform.gameObject.GetComponentInChildren(); 76 | 77 | RaycastHit hit; 78 | // Boxcast everything except cars. 79 | if (Physics.BoxCast(closest.position, renderer.bounds.extents, Vector3.down, out hit, vehicleTransform.rotation, float.MaxValue, ~(1 << LayerMask.NameToLayer("Car"))) ) 80 | { 81 | vehicleTransform.position = closest.position + Vector3.down * (hit.distance - wheel.radius); 82 | } 83 | else 84 | { 85 | Debug.Log("Failed to locate the ground below the spawn point " + closest.name); 86 | vehicleTransform.position = closest.position; 87 | } 88 | 89 | // Reset the velocity. 90 | var vehicleBody = vehicleTransform.gameObject.GetComponent(); 91 | vehicleBody.velocity = Vector3.zero; 92 | vehicleBody.angularVelocity = Vector3.zero; 93 | } 94 | } 95 | } 96 | -------------------------------------------------------------------------------- /Assets/Scripts/CarSwitcher.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6c354aa43afab4698b9fdac83b5587d7 3 | timeCreated: 1470669555 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/DriftCamera.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class DriftCamera : MonoBehaviour 5 | { 6 | [Serializable] 7 | public class AdvancedOptions 8 | { 9 | public bool updateCameraInUpdate; 10 | public bool updateCameraInFixedUpdate = true; 11 | public bool updateCameraInLateUpdate; 12 | public KeyCode switchViewKey = KeyCode.Space; 13 | } 14 | 15 | public float smoothing = 6f; 16 | public Transform lookAtTarget; 17 | public Transform positionTarget; 18 | public Transform sideView; 19 | public AdvancedOptions advancedOptions; 20 | 21 | bool m_ShowingSideView; 22 | 23 | private void FixedUpdate () 24 | { 25 | if(advancedOptions.updateCameraInFixedUpdate) 26 | UpdateCamera (); 27 | } 28 | 29 | private void Update () 30 | { 31 | if (Input.GetKeyDown (advancedOptions.switchViewKey)) 32 | m_ShowingSideView = !m_ShowingSideView; 33 | 34 | if(advancedOptions.updateCameraInUpdate) 35 | UpdateCamera (); 36 | } 37 | 38 | private void LateUpdate () 39 | { 40 | if(advancedOptions.updateCameraInLateUpdate) 41 | UpdateCamera (); 42 | } 43 | 44 | private void UpdateCamera () 45 | { 46 | if (m_ShowingSideView) 47 | { 48 | transform.position = sideView.position; 49 | transform.rotation = sideView.rotation; 50 | } 51 | else 52 | { 53 | transform.position = Vector3.Lerp(transform.position, positionTarget.position, Time.deltaTime * smoothing); 54 | transform.LookAt(lookAtTarget); 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Scripts/DriftCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 473f239355ea60d488987059d56342b0 3 | timeCreated: 1467811611 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/EasySuspension.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class EasySuspension : MonoBehaviour 5 | { 6 | [Range(0.1f, 20f)] 7 | [Tooltip("Natural frequency of the suspension springs. Describes bounciness of the suspension.")] 8 | public float naturalFrequency = 10; 9 | 10 | [Range(0f, 3f)] 11 | [Tooltip("Damping ratio of the suspension springs. Describes how fast the spring returns back after a bounce. ")] 12 | public float dampingRatio = 0.8f; 13 | 14 | [Range(-1f, 1f)] 15 | [Tooltip("The distance along the Y axis the suspension forces application point is offset below the center of mass")] 16 | public float forceShift = 0.03f; 17 | 18 | [Tooltip("Adjust the length of the suspension springs according to the natural frequency and damping ratio. When off, can cause unrealistic suspension bounce.")] 19 | public bool setSuspensionDistance = true; 20 | 21 | Rigidbody m_Rigidbody; 22 | 23 | void Start () 24 | { 25 | m_Rigidbody = GetComponent (); 26 | } 27 | 28 | void Update () 29 | { 30 | // Work out the stiffness and damper parameters based on the better spring model. 31 | foreach (WheelCollider wc in GetComponentsInChildren()) 32 | { 33 | JointSpring spring = wc.suspensionSpring; 34 | 35 | float sqrtWcSprungMass = Mathf.Sqrt (wc.sprungMass); 36 | spring.spring = sqrtWcSprungMass * naturalFrequency * sqrtWcSprungMass * naturalFrequency; 37 | spring.damper = 2f * dampingRatio * Mathf.Sqrt(spring.spring * wc.sprungMass); 38 | 39 | wc.suspensionSpring = spring; 40 | 41 | Vector3 wheelRelativeBody = transform.InverseTransformPoint(wc.transform.position); 42 | float distance = m_Rigidbody.centerOfMass.y - wheelRelativeBody.y + wc.radius; 43 | 44 | wc.forceAppPointDistance = distance - forceShift; 45 | 46 | // Make sure the spring force at maximum droop is exactly zero 47 | if (spring.targetPosition > 0 && setSuspensionDistance) 48 | wc.suspensionDistance = wc.sprungMass * Physics.gravity.magnitude / (spring.targetPosition * spring.spring); 49 | } 50 | } 51 | 52 | // Uncomment this to observe how parameters change. 53 | /* 54 | void OnGUI() 55 | { 56 | foreach (WheelCollider wc in GetComponentsInChildren()) { 57 | GUILayout.Label (string.Format("{0} sprung: {1}, k: {2}, d: {3}", wc.name, wc.sprungMass, wc.suspensionSpring.spring, wc.suspensionSpring.damper)); 58 | } 59 | 60 | GUILayout.Label ("Inertia: " + m_Rigidbody.inertiaTensor); 61 | GUILayout.Label ("Mass: " + m_Rigidbody.mass); 62 | GUILayout.Label ("Center: " + m_Rigidbody.centerOfMass); 63 | } 64 | */ 65 | 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Scripts/EasySuspension.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 61682be5314d0440b9e67529196ac1a4 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 08ac851beb6e4284d9e3f21274f5b4a3 3 | folderAsset: yes 4 | timeCreated: 1487076846 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/GraphOverlayEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | [CustomEditor(typeof(GraphOverlay))] 5 | public class GraphOverlayEditor : Editor { 6 | 7 | public override void OnInspectorGUI() 8 | { 9 | GraphOverlay myTarget = (GraphOverlay)target; 10 | 11 | myTarget.vehicleBody = (Rigidbody)EditorGUILayout.ObjectField("Vehicle", myTarget.vehicleBody, typeof(Rigidbody), true); 12 | 13 | if (!myTarget.vehicleBody) 14 | return; 15 | 16 | myTarget.timeTravel = EditorGUILayout.FloatField("Time travel", myTarget.timeTravel); 17 | 18 | myTarget.width = EditorGUILayout.Slider("Width", myTarget.width, 0, 1); 19 | myTarget.height = EditorGUILayout.Slider("Height", myTarget.height, 0, 1); 20 | 21 | myTarget.widthSeconds = EditorGUILayout.FloatField("Width seconds", myTarget.widthSeconds); 22 | myTarget.heightMeters = EditorGUILayout.FloatField("Height meters", myTarget.heightMeters); 23 | 24 | myTarget.bgColor = EditorGUILayout.ColorField("Bg color", myTarget.bgColor); 25 | myTarget.forwardColor = EditorGUILayout.ColorField("Forward color", myTarget.forwardColor); 26 | myTarget.sidewaysColor = EditorGUILayout.ColorField("Sideways color", myTarget.sidewaysColor); 27 | myTarget.zeroColor = EditorGUILayout.ColorField("Zero color", myTarget.zeroColor); 28 | 29 | if (myTarget.vehicleBody) 30 | { 31 | foreach (var wheelConfig in myTarget.wheelConfigs) 32 | { 33 | EditorGUILayout.LabelField(wheelConfig.collider.name); 34 | wheelConfig.visible = EditorGUILayout.Toggle("Enabled", wheelConfig.visible); 35 | } 36 | } 37 | } 38 | } -------------------------------------------------------------------------------- /Assets/Scripts/Editor/GraphOverlayEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc906e92ac9894bd29315f2fe32b86da 3 | timeCreated: 1468425057 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/PackageManagerAssembly.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87268eff0be5b4af888dee76c68875bd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/PackageManagerAssembly/PackageImportList.txt: -------------------------------------------------------------------------------- 1 | com.unity.postprocessing@2.0.3-preview 2 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/PackageManagerAssembly/PackageImportList.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8cb9d00357e9a7d4ba95efba7231689a 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/PackageManagerAssembly/PackageManagerAssembly.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/VehicleTools/1a77c3db29646d35219fdc8fb0c6f1edf498ae7b/Assets/Scripts/Editor/PackageManagerAssembly/PackageManagerAssembly.dll -------------------------------------------------------------------------------- /Assets/Scripts/Editor/PackageManagerAssembly/PackageManagerAssembly.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89358996bc7cbbc43b28e289a31f88a3 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | isPreloaded: 0 9 | isOverridable: 0 10 | platformData: 11 | - first: 12 | Any: 13 | second: 14 | enabled: 0 15 | settings: {} 16 | - first: 17 | Editor: Editor 18 | second: 19 | enabled: 1 20 | settings: 21 | DefaultValueInitialized: true 22 | - first: 23 | Windows Store Apps: WindowsStoreApps 24 | second: 25 | enabled: 0 26 | settings: 27 | CPU: AnyCPU 28 | userData: 29 | assetBundleName: 30 | assetBundleVariant: 31 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/VehicleSkeletonWizard.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | class VehicleSkeletonWizard : EditorWindow 5 | { 6 | int m_AxlesCount = 2; 7 | float m_Mass = 1000; 8 | float m_AxleStep = 2; 9 | float m_AxleWidth = 2; 10 | float m_AxleShift = -0.5f; 11 | 12 | [MenuItem ("Vehicles/Create skeleton...")] 13 | public static void ShowWindow () 14 | { 15 | GetWindow(typeof(VehicleSkeletonWizard)); 16 | } 17 | 18 | void OnGUI () 19 | { 20 | m_AxlesCount = EditorGUILayout.IntSlider ("Axles: ", m_AxlesCount, 2, 10); 21 | m_Mass = EditorGUILayout.FloatField ("Mass: ", m_Mass); 22 | m_AxleStep = EditorGUILayout.FloatField ("Axle step: ", m_AxleStep); 23 | m_AxleWidth = EditorGUILayout.FloatField ("Axle width: ", m_AxleWidth); 24 | m_AxleShift = EditorGUILayout.FloatField ("Axle shift: ", m_AxleShift); 25 | 26 | if (GUILayout.Button("Generate")) 27 | { 28 | CreateCar (); 29 | } 30 | } 31 | 32 | void CreateCar() 33 | { 34 | var root = new GameObject ("carRoot"); 35 | var rootBody = root.AddComponent (); 36 | rootBody.mass = m_Mass; 37 | 38 | var body = GameObject.CreatePrimitive (PrimitiveType.Cube); 39 | body.transform.parent = root.transform; 40 | 41 | float length = (m_AxlesCount - 1) * m_AxleStep; 42 | float firstOffset = length * 0.5f; 43 | 44 | body.transform.localScale = new Vector3(m_AxleWidth, 1, length); 45 | 46 | for (int i = 0; i < m_AxlesCount; ++i) 47 | { 48 | var leftWheel = new GameObject (string.Format("a{0}l", i)); 49 | var rightWheel = new GameObject (string.Format("a{0}r", i)); 50 | 51 | leftWheel.AddComponent (); 52 | rightWheel.AddComponent (); 53 | 54 | leftWheel.transform.parent = root.transform; 55 | rightWheel.transform.parent = root.transform; 56 | 57 | leftWheel.transform.localPosition = new Vector3(-m_AxleWidth * 0.5f, m_AxleShift, firstOffset - m_AxleStep * i); 58 | rightWheel.transform.localPosition = new Vector3(m_AxleWidth * 0.5f, m_AxleShift, firstOffset - m_AxleStep * i); 59 | } 60 | 61 | root.AddComponent(); 62 | root.AddComponent(); 63 | } 64 | } -------------------------------------------------------------------------------- /Assets/Scripts/Editor/VehicleSkeletonWizard.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d1218ed5284a345b19fa99a9bf224b6d 3 | timeCreated: 1423218837 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/GraphOverlay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f9a720e86e6243a389dcce389040366 3 | timeCreated: 1467817655 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/WheelDrive.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | 4 | [Serializable] 5 | public enum DriveType 6 | { 7 | RearWheelDrive, 8 | FrontWheelDrive, 9 | AllWheelDrive 10 | } 11 | 12 | public class WheelDrive : MonoBehaviour 13 | { 14 | [Tooltip("Maximum steering angle of the wheels")] 15 | public float maxAngle = 30f; 16 | [Tooltip("Maximum torque applied to the driving wheels")] 17 | public float maxTorque = 300f; 18 | [Tooltip("Maximum brake torque applied to the driving wheels")] 19 | public float brakeTorque = 30000f; 20 | [Tooltip("If you need the visual wheels to be attached automatically, drag the wheel shape here.")] 21 | public GameObject wheelShape; 22 | 23 | [Tooltip("The vehicle's speed when the physics engine can use different amount of sub-steps (in m/s).")] 24 | public float criticalSpeed = 5f; 25 | [Tooltip("Simulation sub-steps when the speed is above critical.")] 26 | public int stepsBelow = 5; 27 | [Tooltip("Simulation sub-steps when the speed is below critical.")] 28 | public int stepsAbove = 1; 29 | 30 | [Tooltip("The vehicle's drive type: rear-wheels drive, front-wheels drive or all-wheels drive.")] 31 | public DriveType driveType; 32 | 33 | private WheelCollider[] m_Wheels; 34 | 35 | // Find all the WheelColliders down in the hierarchy. 36 | void Start() 37 | { 38 | m_Wheels = GetComponentsInChildren(); 39 | 40 | for (int i = 0; i < m_Wheels.Length; ++i) 41 | { 42 | var wheel = m_Wheels [i]; 43 | 44 | // Create wheel shapes only when needed. 45 | if (wheelShape != null) 46 | { 47 | var ws = Instantiate (wheelShape); 48 | ws.transform.parent = wheel.transform; 49 | } 50 | } 51 | } 52 | 53 | // This is a really simple approach to updating wheels. 54 | // We simulate a rear wheel drive car and assume that the car is perfectly symmetric at local zero. 55 | // This helps us to figure our which wheels are front ones and which are rear. 56 | void Update() 57 | { 58 | m_Wheels[0].ConfigureVehicleSubsteps(criticalSpeed, stepsBelow, stepsAbove); 59 | 60 | float angle = maxAngle * Input.GetAxis("Horizontal"); 61 | float torque = maxTorque * Input.GetAxis("Vertical"); 62 | 63 | float handBrake = Input.GetKey(KeyCode.X) ? brakeTorque : 0; 64 | 65 | foreach (WheelCollider wheel in m_Wheels) 66 | { 67 | // A simple car where front wheels steer while rear ones drive. 68 | if (wheel.transform.localPosition.z > 0) 69 | wheel.steerAngle = angle; 70 | 71 | if (wheel.transform.localPosition.z < 0) 72 | { 73 | wheel.brakeTorque = handBrake; 74 | } 75 | 76 | if (wheel.transform.localPosition.z < 0 && driveType != DriveType.FrontWheelDrive) 77 | { 78 | wheel.motorTorque = torque; 79 | } 80 | 81 | if (wheel.transform.localPosition.z >= 0 && driveType != DriveType.RearWheelDrive) 82 | { 83 | wheel.motorTorque = torque; 84 | } 85 | 86 | // Update visual wheels if any. 87 | if (wheelShape) 88 | { 89 | Quaternion q; 90 | Vector3 p; 91 | wheel.GetWorldPose (out p, out q); 92 | 93 | // Assume that the only child of the wheelcollider is the wheel shape. 94 | Transform shapeTransform = wheel.transform.GetChild (0); 95 | 96 | if (wheel.name == "a0l" || wheel.name == "a1l" || wheel.name == "a2l") 97 | { 98 | shapeTransform.rotation = q * Quaternion.Euler(0, 180, 0); 99 | shapeTransform.position = p; 100 | } 101 | else 102 | { 103 | shapeTransform.position 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-------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Readme.md: -------------------------------------------------------------------------------- 1 | # Vehicle Tools 2 | 3 | This sample project provides a series of tools to rig wheeled vehicles and 4 | easily create suspension for physics-based wheel colliders. 5 | 6 | A Vehicle Skeleton Rigging Wizard is available in the top drop-down menu, 7 | providing options for vehicles with multiple axle types and behaviors. 8 | The project also includes a range of simple example vehicles and useful 9 | diagnostic tools to monitor the behavior of your wheel colliders. 10 | 11 | Can also be found on the Asset Store. 12 | --------------------------------------------------------------------------------