Justin Couch
Justin Couch
The vehicles should remain stable with timesteps as large as 0.02, but lower than that can cause issues because forces are designed to scale with the timestep length to maintain...
Sorry for the late reply, I've been busy with school. Take a look at the wheel cast mask on the global control object/script, it sounds like the wheels might be...
You probably want to have the layermask include the default layer so that wheels can hit everything. You can look at the sample scene for an example. The wheels array...
Unfortunately I don't have time to work on issues labeled as ambitious. For your project, maybe you could look into using ScriptableObjects to create your own preset system. It shouldn't...
Yes, my other [asset](https://assetstore.unity.com/packages/templates/systems/powerslide-kart-physics-154032) uses ScriptableObjects for presets but I'm not willing to put in the time to refactor this one to work similarly. You are free to give it...
You are free to implement this if you wish, but I'm not going to commit to extending the damage system like this. One thing you might want to try is...
Unfortunately I don't intend to officially support PlayMaker at any point in the future.
Ok I think this is because there were places where physic materials were being referenced through collider.material which creates (and I believe assigns) a new instance of a material. I...
I'm not sure what's causing the bumpiness other than possibly the use of wheels groups on VehicleParent. You can try setting the array size to 0 to disable them. Let...
Thanks, I will keep this in mind.