3D models and environment

Vehicles

A good vehicle 3D model mets these minimum standards:

Importing the FBX alone should comply with these rules without having to create a prefab first.

A high quality vehicle 3D model also mets these conditions:

Interior

Dashboard gauges and steering wheel must meet these requirements:

The center of rotation of the steering wheel is always the center of the external circumference. Using the center of the central part or logo is a common mistake.

Articulated vehicles

Multi-part vehicles such as trucks with trailers can be attached together. Each part is a 3D model that can be setup as an independent vehicle with its own Vehicle Controller (i.e. trailers) or as a a separated rigidbody with all wheels configured in the main Vehicle Controller (i.e. articulated bus).

Add a VPVehicleJoint component at the transform representing the male plug:

Both bodies should be close enough to the connected position for preventing abrupt movements when the VPVehicleJoint gets enabled.

Driver's view

Configuring the head movement in the first person view provides a nice feeling of the inertia in the driver's view. Add a VPHeadMotion component to a child gameobject of the vehicle:

Scenery

TO-DO:

Colliders, continuity, player safety.

Physic Materials

TO-DO:

Unity physic materials for vehicles and environment.

Different grip levels on different surfaces.

Settings to represent asphalt, grass, concrete walls, tire walls, etc

Learned from Box2D: https://github.com/erincatto/Box2D/blob/master/Box2D/Box2D/Dynamics/Contacts/b2Contact.h