Car Physics — Unity Github
To evaluate the accuracy and performance of car physics simulations in Unity, we implemented a simple car model using PhysX and wheel colliders. We created a test scenario where the car accelerates, brakes, and corners on a flat surface. We measured the car's velocity, acceleration, and position over time and compared the results with analytical solutions.
), you can calculate upward force based on how much the "spring" is compressed. car physics unity github
wheelColliders[i].brakeTorque = brake; // update mesh positions Vector3 pos; Quaternion rot; wheelColliders[i].GetWorldPose(out pos, out rot); wheelMeshes[i].position = pos; wheelMeshes[i].rotation = rot; To evaluate the accuracy and performance of car
Future work includes: