Wow, the demo looks awesome !
Dynamics feel really good both front to back and side-to-side. Smoke from front and back, skid marks even when pushed by another car, really nice sound effects, congratulations.
So I bought it and thanks to the docs and quality of the code, was up and running in 5 minutes. +1 !
A few questions:
- you mention the GIT repo and download zips - these need login/password but how do we get those ? Do I send you my asset store invoice ?
- any chance you already have hooks/vars in the code for accumulating damage in some variables ? I read elsewhere in this thread your wheels can actually get out of alignment, cool. Harsh suspension hits might give you some damage and crashing into something would get you more and flipping over more etc. If not, could you advise on how/where to implement this ?
It might also be fun to add some particle sparks near the colliding geometry when the bottom scrapes or the car flips over. And of course nasty black smoke from the hood on frontal crashes. The same hooks/callbacks might be useful for that purpose. (Not suggesting you do all that work, just asking whether your code can call some functions that your users can implement to do this type of thing)
- adding indicator "lights": brake, reverse, headlights, turn signals. These would really be texture changes not actual lights (at least for "daylight" driving that would be sufficient. Forgive my noob-ness, but what would be a good way to implement that ? Swapping full textures like your GenVehicleTex.tga for all combinations of on/off lights would be a lot of pixel shoveling, is there a way to do this with decal textures in Unity ? (not really a Edy Vehicle Physics specific question, sorry) -- a night time simulation would probably have to include actual unity spotlights perhaps with some halo/glare to look realistic, but I'd like to get the basic daylight texture switching done first, does anyone have examples of this ?
- lets say I want to add "weather" to a sim, such that when it rains the road gets more slippery. Would I deal with that in Edy by dynamically modifying the Dynamic Friction on your Physic Materials for the Road ?
- wait there isn't a Physic Material for the regular road, only for Offroad, Sand etc. or am I missing it ?
- this is totally far out, just wondering: could the physics handle a "tire blowout", ie switch that wheel's geometry to something with smaller radius and change parameters so its a "scraping metal rim" ?
I also noticed an earlier question on this thread about some Apple keyboards not having page up / down (specifically the new bluetooth ones). I had to look this up, but you can do page up/down (== prev/next car in the demo) using fn+up/down arrow.
Home and End (equally without keys) can be down with fn+left/right arrow respectively.
Again, very impressed with the functionality of Edys Vehicle Package and the ease with which I got it to work.
PS: you might want to update the docs/wiki to mention that the rear view mirrors only work with Unity Pro in case someone misses that on this thread.