Highroad engine unity torrent forum download






















MudPuppet and limo like this. Joined: Jul 14, Posts: 4. I was really interested in this asset when it first came out. I tried the demo but found the car physics too simple for my needs.

I read there is a more advanced car controller now, but would really like to try this out and get an idea how good it is. Looks like you don't have it in the demo though? Just to explain what I'm after, there is a really old game called GeneRally that I've been able to modify to have very close to realistic RC racing experience cars are really really quick and react very well to collisions etc..

It would be amazing if I could use Highroad engine to build my own game very close to what I've done with GeneRally but without it's limitations. I'm a bit skeptical still whether this could be achieved with Highroad, but maybe I'm wrong. Here's an old crappy video I uploaded just to illustrate.

From there, preventing input can be done with a simple if. I'll add your vote to it! Let me know if it doesn't work out though. The demo gave me a really weak impression, but maybe that's not the full capability.

Do you have better examples, either in demo form or link to some videos or something of that nature? In fact it's quite a problem for me even to update Unity to the latest version since I have an ongoing hobby project that's built on an older Unity build and would be a bear to update at this point.

It would be worth it though if Highroad could handle my racing game idea which is something I've really wanted to do for years. I may add some to Apex, but it'd be a duplicate of that really. Reuno, the demo does not include the solid car controller, correct? How am I supposed to be convinced or not by a demo which doesn't let me try out the one feature that I'm most uncertain about?

The videos barely hint at the capability, and it's the "feel" of the cars that is most important. It's a system that can be used to create cars, bikes, skateboards or even characters. The "feel" is what you set it up to be. So it wouldn't make much sense to build just one demo of it, it wouldn't answer your question or convince you in any way.

I may add more at some point if other people request it, but right now there's no plan for it. MudPuppet , Jan 1, Lars-Steenhoff likes this. Unfortunately, mentioned asset is heavly hard-coded with no room for modifications. Rzeznik , Jan 6, Joined: Jan 7, Posts: 5. Hello there! The online lobby works perfectly, but once I start, the following behavior is happening: The countdown on the computer host counts down and then starts the race.

Using the arrows I can race without a problem. It's not frozen though, I can still click the buttons and switch camera perspective. I'm not planning on making any games like those, I'm just wondering if they're planned since the asset is being built with versatility in mind.

If you need a tester who is a rank amateur at Unity, feel free to sign me up. But I can add an example of that down the line, sure. And I've just added you to the list of beta testers, I'll let you know when the next round starts. Joined: Nov 5, Posts: This asset looks awesome as usual, congratulations again!

Just one quick question that arises me after trying the demo really great : there is any support in this first version to make racing games without a lap circuit ex. OutRun or it can be possible to combine this with stuff ex. Definitly I have to take a look closer to this asset too. And indeed, combining that with the Infinite Runner Engine would probably be a good combo. Joined: Feb 16, Posts: 8.

Hey reuno, Just purchased the asset, loving it so far. Just playing around with the demo's, the default cars that come with the package are moving backwards slowly when no input is pressed. Is this intended? I guess one thing that could cause that is the friction between the ground and the vehicle, that could cause it to "glide" when stopped.

To prevent that, you could add a Physics material to the the ground with a bigger friction, as both demo tracks have. Last edited: Feb 17, Are you by any chance using a joystick or gamepad or anything that could cause analog input values? If that's the case, maybe your input threshold for that device is too low meaning that for example a "resting" joystick will often not be at 0,0, but rather at 0.

If that's not the case, it'd be interesting to add debug logs for current steering and current gas pedal values just to understand what's going on.

Yes, the boost zone is on the base controller as that way it can be generic to all types of vehicles. Will report back, thanks. Joined: Aug 10, Posts: Hey Reuno, now that I have found this thread I thought that I might throw some ideas and suggestions out there Engine Idle Audio Slot maybe with exposed pitch parameter plus boolean toggle for random pitch between range 2.

Skidding Audio Slot maybe with exposed pitch parameter plus boolean toggle for random pitch between range 3. More surface types like Offroad for things like water and oil slicks. A button function for repositioning the Player vehicle at last crossed checkpoint if it gets stuck or falls off a cliff. Actually I have already sorted a lot of this myself but thought it would be nice to see out-of-the-box I suppose. About the only other query that I had was to do with getting Start Podium lights or getting some voice audio to coincide with the game start countdown I think I found where to look at that so will get back to you when I have a chance to give it a go myself.

I assume that weapons are out of the question due to ray casting on Y axis? MudPuppet , Feb 18, BossClaw , ayk and reuno like this. Hi, I got a lot of errors after importing "Highroad Engine" into Will you support AngelBeatsZzz , May 1, To anyone who may have errors with NET version to 4.

AngelBeatsZzz , May 4, I'm soon gonna push an update that supports I'd suggest sticking to NathanG and AngelBeatsZzz like this. Hi reuno, I really like the Highroad Engine, I have some questions. I have basic coding skills and hope you can help me.

When I hold down the right arrow key, the car will always "addTorque" and turn to the right, I found this code in the "UpdateTorqueRotation " method. I now want to give the car a maximum rotation angle. For example, I keep pressing the right arrow key, but the car can only rotate 30 degrees to the right. Can you tell me how to do it? I added a jump function to the car, but the speed will drop rapidly when the car jumps up.

I want to keep the speed of the jump after the car jumps up. When it falls to the ground, it can still run at the original speed. This is similar to some arcade racing games. I think the sound of the car engine doesn't sound very comfortable. I tried to change a lot of engine sounds and adjust the parameters of "Solid Sound Behaviour. The sound system in that Demo sounds very comfortable.

Do you think this can be done? AngelBeatsZzz , May 5, Plus how to do these things really depends on your context and specs, there's not just one way to do things. But quickly : 1. I guess you'll want to store the initial angle and prevent adding more torque after that angle's been reached.

Add more force to the car when in the air. Joined: Apr 10, Posts: Rzeznik , May 13, Joined: Sep 26, 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. I love the physics I have in both prototypes and I've spent weeks setting a ton of vehicles up just the way I like them.

So can I use this asset to create lap based races with the physics I already have? And also, can I apply the same physics to any AI bots but still have them find their way around the circuit reliably?

That said, if you already know how to code car controllers, coding a lap counter shouldn't take you more than a few minutes, and might be much faster than adapting your controllers to Highroad.

As for AI, it all depends on your controller, there's no generic answer to that question. Joined: Aug 10, Posts: Hello, I thought that might share a bit of a 'Work-in-Progress' montage as I have been working with the Highroad Engine for about 7 months now. I am targeting iOS for this project and it has been not only a challenge, as I am not a programmer by any means, but definitely well worth the effort and loads of fun to play on the phone.

MudPuppet , Sep 10, BossClaw , Rzeznik , jonfinlay and 4 others like this. Then in that case, if you absolutely want to use your own controller and HR, I wouldn't recommend buying it.

Using custom controllers is doable, and not really hard, but it requires at least basic scripting knowledge, and I can't see any way around that. Joined: Jul 3, Posts: 2, Hi, how many cars maximum can this support? I've added 30 starting points and modified RaceManager to allow 30 cars maximum, they spawn but only the first 4 cars are controlled by AI, the others do not move.

Joined: Jun 28, Posts: 7. I got this recently when it was on sale as I love the Corgi engine. I was wondering if any Drift mechanics might be coming with the next update? It probably won't be in the next update though, or maybe not as you think.

The next update will focus on modular tracks and a new, more advanced controller. Joined: Oct 22, Posts: 1, Then it all depends on what you expect, it's possible to add specific behaviours if you want to push other cars around, etc.

Good news everyone, I've just submitted v1. It should be available for download as soon as Unity approves the update, usually takes a few days. Note that it requires the latest version of Unity Among the new stuff, the most important is the new Solid vehicle controller, which opens much more possibilities than the pre-existing controllers, which were much more simpler by design.

Now if you want to, you'll be able to take loops, drive on uneven terrain, and much more.



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