Vehicle Physics Pro is the most complete, accurate and realistic vehicle physics kit available for Unity 3D. It's based on a vehicle simulation model conceived, designed and implemented from scratch for providing accurate vehicle physics and dynamics on all conditions.
- Racing games and simulators
- Configure and fine-tune the vehicles applying real-world techniques and tricks.
- Training simulators
- Apply the specifications of real vehicles to Vehicle Physics Pro and build a simulator for training drivers. Example: Truck simulator
- Studying / researching
- Design unbiased experiments by reproducing the same tests under different conditions and configurations. Example: ABS vs. no-ABS test
- Learning and Teaching
- Learn how real vehicles and internal parts work: basics, requirements, behaviors, side-effects, configuration techniques, performance tips...
- Experiment with any crazy idea you may have: two engines, one per front-rear axle? Why not. Observe the behavior and all the side effects!
Easy to use #
Vehicle Physics Pro comes with a set of ready-to-use components and vehicle prefabs to get you started in minutes. The VPVehicleController component includes all the necessary features for simulating most types of vehicles.
Highly accurate simulation model #
VPP is consolidated on a solid vehicle dynamics model. There are no guesses nor arbitrary assumptions. The design is physically accurate, so it accounts for all the expected and unexpected behaviors and side effects.
Even exotic side effects like these happen in VPP:
Driveline windup (also axle binding or driveline binding) arises if the vehicle setup uses rigid shafts for connecting the wheels. The binding can be clearly observed at the telemetry as accumulated torques and counter-torques at the wheels, even with the vehicle stopped.
Engine stall & inertial restart: release the clutch abruptly and the engine may (or may not) stall. Leave a stalled vehicle go downwards a slope, press clutch, engage 2nd gear, and release the clutch when the vehicle has gained some velocity. The engine restarts.
Accurate differential coupling: when the engine is off and a gear or Park are engaged, rotating one wheel causes a counter-rotation of the opposite wheel, the same exact amount but in the opposite direction.
Nothing of the above has been explicitly implemented: all those effects are natural consequences of the actual design of the core simulation model, proving its accuracy.
High performance #
The dynamics design in the core of VPP provides an outstanding performance while keeping the accuracy of the simulation. This makes the kit perfectly suitable for mobile and low-end systems. On high-end desktop and gaming platforms the dynamics solver can be set up for taking the most precision out of these powerful systems.
VPP vehicles have been tested at update rates as low as 16 Hz (physics time step of 0.06) without noticeable adverse effects. This means that the performance impact of the entire Unity physics engine can be reduced without affecting the vehicle simulation.
The dynamics calculations are performed by a flexible integration solver. The substeps used by the solver on each integration can be configured per-vehicle even in runtime, allowing the CPU usage to be carefully configured. Example: you might configure the Unity physics to 50 Hz, the player's vehicle to 500 Hz (10 substeps) and the non-player vehicles to 100 Hz (2 substeps).
Straightforward integration #
VPP easily integrates into existing projects.
- Quality C# code
- Menu integration (Component > Vehicle Physics)
- Intuitive inspectors
The VPP kit is plain C# code without any external dependency. The code uses the namespace
VehiclePhysics for preventing conflicts with other code.
Fully flexible and extensible #
Any wheeled vehicle real of fictitious may be simulated in Vehicle Physics Pro. The dynamics model connects several functional blocks for implementing the power train.
You can design your own vehicles combining the provided functional blocks (engine, gearbox, differentials...) in any number and combination you want. Two engines, each one powering one axle? Sure. Twenty wheel drive, all connected to a single gearbox and engine, using a myriad of differentials, torque splitters and gear reductions? Why not.
You can even write your own functional blocks and plug them into your vehicles along with all other standard blocks. Want to implement a turbine engine? Continuously Variable Transmissions (CVT)? It's easy in Vehicle Physics Pro!
You may also write add-on components that work with any VPP vehicle, including custom ones. Many VPP features such as audio, visual effects, ground materials, etc are implemented that way, so you may either use the provided components or write your own.
Advanced simulation features #
- Multi-body vehicles
A vehicle may be composed of several rigidbodies, each one with several wheels attached. Articulations between rigidbodies are implemented with the VPVehicleJoint component. Example:
- Dynamic suspension
The suspension of a group of wheels is dynamically adjusted to adapt to the supported weight keeping a constant ride height. Tractor trucks use this kind of suspension implemented as air bags.
Example: when the truck starts in the video below (~sec 30) the rear wheels increase their suspension stiffness to adapt to the trailer's weight.
- Liquid & solid cargo
The liquid cargo component simulates a fluid sloshing in a closed tank. The solid cargo component allows to easily simulate a solid cargo: position in the vehicle, volume occupied, weight...
- Specialized vehicle support
Special vehicle controllers are provided for two-wheeled vehicles (experimental), tracked vehicles and bulldozer.
- Articulated vehicles support
VPP provides add-on components for controlling hydraulic mechanisms such as steering, booms, buckets, etc. found in typical machinery.
Framework for autonomous vehicles #
A complete "follow target" component that controls throttle, brake and steering for reaching the target within the configured conditions. Waypoint systems, road lanes, and AI algorithms may be developed by feeding this component with the target and conditions in runtime.
- Automated test framework
A base class VPAutomatedTestBase providing an easy to use API for implementing automated and repeatable tests. Automated acceleration and braking tests are provided.
The complete telemetry data of each test may be recorded and exported to CSV for further analysis via VPTelemetryExporter component.
- The complete state of the vehicle may be recorded, then restored any number of times. This provides the same initial conditions in repeatable tests.