This extension requires one license per seat
Requires Unity 4.5.3 or higher.
Unity 5 compatible
EVP brings realistic and fun vehicles to your games! Designed for gameplay, ease of use, and realistic behavior.
Beta version: the features from the previous Unity 4 version are being added gradually as the package is rewritten for the new vehicle physics system. Feedback is welcome!
Features | Documentation | Live demo
- GTA-style physics: fun and realistic vehicles configured for gameplay.
- Vehicles can be rigged and configured in minutes (Video tutorial)
- Easy integration into existing projects: just drop a prefab in your scene and hit and play.
- Vehicle damage effects, including deterioration of handling.
- Multiple ground materials supported, including per-material grip and drag coefficients, ground marks, skid marks, smoke, dust, etc.
- Lots of audio effects: engine, turbo, transmission, tire skid, body impacts, body scratches...
- Built-in “Pause” function for vehicles without setting timeScale to zero.
- Full C# source code.
- A single component VehicleController provides fully working vehicle physics.
- Additional features available as add-on components: damage, audio, tire effects (marks, smoke, dust), visual effects, standard input, sample random AI input.
- Easily write your own add-on features by using the exposed properties and delegates.
- Custom PBR shader for tire marks.
- Custom shaders for particle effects (smoke, dust) with shadows.
- Fixes the WheelCollider problems in Unity 5.
- Garbage-Collector friendly. No GC allocations in runtime.
- Supports any physics timestep up to 0.06
UPGRADE NOTES: Unfortunately projects from Unity 4 cannot be upgraded directly due to the major changes in Unity 5 physics. You can import the new package into a project upgraded from Unity 4, but the vehicles won't be upgraded. The new package places the scripts in a new folder (EVP5). An explicit upgrade process is required. Check out the Readme and the upgrade notes.
There are no recommendations for this package.
2 years ago
This review was submitted for a previous version of the package.
I used this car physics in multiple games now and it rocks. Exactly my style of car physics - GTA like. Love it!For anyone wanting a C# version: I converted the source and sent it to Edy. It's available on request.
1 year ago
Thank you!Starting at version 4.4 the package structured so it can be easily used from C# code. Simply move the "/EdyVehiclePhysics/Scripts" folder into the "/Plugins" folder (create it if it doesn't exist). Read the Readme file for details.
Need to request C# version by mail. That is annoying a little. Why not just put it in the package?
EDIT: Starting at version 5, the package is written in C# entirely.
Once mobile support for tilting controls, touch to accelerate, ect become packaged in, It would be a 5* purchase. The reason for 3* is not only is mobile not supported, but it's not even been explained it doesn't support mobile. If you need something only for a computer game, this is what you should get. Otherwise look elsewhere.
Sorry for the difficulties. Mobile is fully supported, but the package doesn't include a touch-based controller script. Vehicles can be controlled from scripting by setting straightforward properties: motorInput, brakeInput, steerInput, gearInput, handbrakeInput. Thus, any touch-based controller can be adapted in a snap. I'd recommend trying "Sample Assets" (free) from the Store, as it contains a touch-based controller.Prebafs are included so you can simply drag&drop them into your scene and they work immediately by reading the standard Input. This can be disabled so they receive the control parameters by scripting only.