![]() With this structure, the physical properties of different sides of the car can be different too. If you try to check the children one-by-one, you can see there’s an invisible object, friction. ![]() Basically, I can now individually control each of the models inside the group without affecting the others. The CarPlayer group parent is only an empty object to prevent scaling problems related to the parent-child relationship in Unity. It certainly is very simple and you can easily replace it with another model, but I use this structure to easily assess the car physics especially during collisions. Next up is the player’s car, you can find it in the left window, “hierarchy”, named CarPlayer. The Car The car in Hierarchy window, and Inspector window. The solver iterations can affect a lot of things, but I change those numbers to eliminate strange car physics such as jittering and bouncing on high velocity. The default contact offset determine how close something is to be considered a contact. Overall, those settings increase the physics calculation accuracy. Below you can see the comparison between default and my project. The main configurations to change are relating to physics. I might touch this topic on this website later on with a focus on versatility, keep in touch! It’s mainly because the project is nothing more than a prototype rather than a full game. The project I’m starting with has pretty much all of the default settings, as I don’t really intend to touch much except for a few other things. 1 – Preparing the car & physics settings The Settings Otherwise, always refer to the project I provided above. As such, if you want to replicate this from scratch, I’d advise a certain amount of experience. The steps provided here are mostly the detailed reasoning on the important steps rather than a full step-by-step, as there would be too many micro-managing involved in the smallest things (ex for making the car, the scene, etc). Please always refer to that Project while following the text in this article, as this article won’t feature a full copy-paste of the program to maintain readability. It’s generously commented, but it’s not going to be as thorough as this article. ![]() The project used in this tutorial is available in this GitHub Repository, just open the project using Unity.
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