High road engine unity torrent forum download






















It does work - just needed to change the UI camera from Base to Overlay once a pipeline asset has been enabled. Last edited: Jul 29, Joined: Nov 8, Posts: Hey reuno, just curious if you have plans to replace the unet example with a mirror one?

Joined: Jan 17, Posts: Would Highroads be a good foundation for a Mario Kart type game? Since that has simple, fixed-rear camera work, arcade physics and waypoint ai, it looks perfect for such a game!

Zebbi , Aug 20, Zebbi likes this. Joined: Jun 11, Posts: 9. Hi, is the forum still working? Anyway, has anyone tried making the Vehicle Ai smarter. I'd recommend using raycasts for that. I tried that but am seem to be to not getting it right the cars turns to sharp and end up doing a u-turn 20 percents of the time, making them slower.

Do you have a draft? I can add an example of that to the todo list if you'd like. If more people request it, it'll make it into a release. Joined: Feb 4, Posts: Geoffc , Aug 25, Zebbi , Sep 9, Joined: Aug 26, Posts: 5. Hello, how accurate is physics between cars? I would like to "record" a gameplay of a user, playing it again and again like ghost race. PiterQ70 , Aug 31, Joined: Apr 6, Posts: Is it possible to use this engine for a destruction derby style game - interested to do one of these with 4 players, all on the same screen, and also supporting AI if not enough players.

So overall I wouldn't recommend it. Joined: Jan 17, Posts: 7. You must log in or sign up to reply here. Joined: Sep 22, Posts: 4, I'll add them to the todo list. AngelBeatsZzz and MudPuppet like this. Joined: Apr 10, Posts: Hey, reuno I really like the arcade style of the simple controller that you implemented in TinyCars demo.

However the car with the simple car controller doesn't play well with track parts from the Solid Demo, the car is bouncing not everytime but often on the joints of the track parts. You can easily reproduce it by running AirRally scene with one of the tiny cars inside the human slot.

Could you please help me with that? Rzeznik , Dec 18, However, you could simply turn colliders off on these pieces, and have a plane act as the ground for the Tiny controller to drive on.

That'd be the best solution to get the best of both worlds. I've checked the solution with second plane, and in fact it works pretty well, however it bring some troubles with bridges and downhills. Finally I end up with Rzeznik , Dec 22, Joined: Sep 22, Posts: Hello, When I had 10 cars it display all the label on the screen, is there a way to display only the first three?

Also How do I setup an auto single player without the need to add bot each time I start a new race? So far the asset do a great job. Thanks for making this. Joined: Sep 21, Posts: I have too little issues bugging me. Maybe i missed something in the setup. When they touch the ground they almost stall. This is happening fir AI and my car - when in the air, I can do snow snuff kind of figures ;- It can be a cool feature for some but how can i disable controls when in the air?

But have to increase gravity in the range. Even then, car stalls when hitting ground. Something's wrong somewhere!! Joined: Jun 19, Posts: Hi Reuno I kind of got it to work! Hi team! So now I can get a new car working by duplicating the peralta prefab, renaming it and then linking a new mesh into the renamed prefab.

All working great, but where is the car list for the online lobby? I can see references to the list AvailableVehiclesPrefabs I think in the online Lobby manager , but I cant find the actual list where the car names are..

I would also like some help to tweak the physics so I can get these cars performing barrel rolls off of sloped ramps.. Thanks for any and all advice and have a great day sub. Hey I found the list for the network cars in the inspector!

So now I have my new car working for online play.. NetworkLobbyPlayer:Start Its only a warning and the game still works but this is probably not great! Yeh played around and fixed it, Rocketo car working in online play with no warning.. Only thing I dont know now is how to get the little thumbnail to work..

I can add the extra image but how do I get the C to just look at that one bit? Thanks again all! Sorry to spam your thread Reuno but I am just so excited to be able to tweak your excellent asset like this and the students I work with will really appreciate this as a learning tool! As for the image, you can set that via the Vehicleinformation component.

Whether they're all in one. And for the physics, loops, ramps and stuff are coming in the next update. I wouldn't recommend trying it with the current controller, that's not what it's been built for. Joined: Jan 28, Posts: Looks great, quick question though- can I implement my own vehicle physics into this instead of using what's bundled in the asset? I have a couple of racing game prototypes already made- one traditional cars, the other is a hovercraft style racing game.

Just thought it would make it a bit quicker for a user to pull multiple tracks together fast almost like two for one with minimal effort required on reversed one.

Not sure of how the Start Positions could factor into a reversal. Anyway, just an idea I had and thought I mights as well mention something.

Hehe, now back to play testing. MudPuppet , Mar 21, I'll add that to the list. Hello Reuno, with regards to my previous suggestion for a button where the player respawns from being stuck upside down or rolled over or fallen off cliff or into water etc maybe add an option for an instantiated prefab for an effect.

Similarly with Bots there really needs to be something in place like a timer for if a bot is stuck or velocity on RB is at a low value for a specified time so that they also respawn on track at closest waypoint also with public slot for instantiated effect prefab.

I think that the latter will cut out some development time trying to work out why bots get stuck at a particular point on the track and repositioning AIWaypoints doesn't seem to be giving any clues towards a quick solution amongst other things. As an aside MudPuppet , Mar 23, Joined: Aug 31, Posts: Any eta. Right now the loopings are working, along with a brand new, more physics based controller, but there's still work to do on it to get it exactly right.

All I can say is that loopings will very probably be in the next release. Hello, I was just thinking about Bot difficulty levels whilst getting beaten at my own game LOL so I will throw this idea out there So in essence for each vehicle you could have say 10 speed settings, 10 turning settings, 10 acceleration settings giving you 10 difficulty levels for that particular vehicle.

Another idea was with Single Player games and the lobby perhaps not showing or not allowing Bot selection but in fact just filling up the empty slots automatically and then randomly after the max created vehicle prefabs has been reached. Maybe this could also be expanded so that in the Race Manager you could set it so that the scene will only run with Bots of the same vehicle type as what the player chooses in the Local Lobby.

Anyway, just some thoughts and hopefully they make sense. I only just now solved a few physics problems so my gameplay has improved or changed dramatically.

About the only other idea I had was to do with when a vehicle collides with something and perhaps having a prefab effect instantiate at the point of impact like sparks with a scraping metal sound effect but I will probably have a go at that one myself and see what other thoughts I have about it. MudPuppet , Apr 3, I've added all that to the todo list. What physics problems did you solve? Were they caused by the engine? Hello, physics problems were ay my end and were basically just vehicles getting a bit stuck against walls, track-rails, and some track props.



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