Physics based arcade car driving
I love arcade racing games. Mario kart, Outrun, Forza Horizon are some series I often find myself coming back to play and enjoy over and over again. Because of that, driving mechanics are something I am very interested in. For as long as I have used a game engine, I always have tried to implement an arcade car controller. This time I want to create one that uses the wheel collider system of Unity3D.
In order to design a car movement that constrains the acceleration and maximum velocity in a simple fashion, I opted to apply forces on each of the motor wheels instead of adding torque. This simplifies the code a lot and still makes use of the physics engine of Unity3D. For the camera controller, I used the Cinemachine package.
Volume effectors
Car controller
Drift and skid marks
Once the vehicle was moving as I imagined, I decided to program a "drift" button that allows the player to take more difficult curves in a fun way.
Before I continued polishing and improving the overall movement, I decided to include some basic effects to increase the sensation of velocity and speed (such as the antenna on top of the car and the skid marks on the ground)
The basic movement of the vehicle is ready. Now it is time to build a short level around the vehicle mechanics in order to test whether my ideas for the game are fun or not. In order to make the level exploration more engaging, I want to include jumps, turbos.
To achieve that, I created a script that simulates a "volume effector" where certain forces that can be specified through the inspector are applied to the player's car.