Unity *scaleable* raycasting car/physics very realistic -- 2
Budget: €30 – €250 EUR
Dear Sirs or Madams,
i need to have a raycast based vehicle physics-model which acts very very realistic, while the whole vehicle is scalable in the parent root (scale factor x/y/z).
The full behaviour and feeling must be remain the same at every scale-size!
That is the most important point.
The car should act/feel very realistic at jumps, drifts, slides, breaking, while driving over bumps and jumps.
Please check out this example movies to get a good base for this:
Raycast-based vehicle with suspension and different surfaces:
https://www.youtube.com/watch?v=LG1CtlFRmpU&t=98s
Raycast suspensions:
https://www.youtube.com/watch?v=GM3MqO6p-8A
Tilt/Flips:
https://www.youtube.com/watch?v=YhVN52l2M-E
***Technical requirements, which must be 100% fullfilled***
- use Unity 2019 LTS
- in EVERY case the vehicle must be scaleable without changing physics behaviour (the car should act with scale size 0.5 exactly the same like scale size 2,33 or 5, or whatever)
- integrate a scale-slider in HUD to test the effect which scales the car at runtime
- use a rectangle collider with rigidbody as physics
- provide different car-setup variables in inspector to adjust the physics and change car-behaviour following the car-type (truck, kart, drift-car, f1-car, etc)
- the 4 raycasts to the ground should detect different surfaces (please use a very simple version, just to see different behaviours according to physics-settings. For example: a car on grass got less forward+side traction)
The hierarchy should be like that:
- CarRoot (root element for scaling)
-- Audio (empty)
-- Physics (rectangle collider+rigibody)
-- Visuals (meshes, etc.)
***Car settings***
- the distance of 2 axes (length+wide) of the vehicle must be changable to get different behaviours (for example: a very very thin vehicle could be a motorcycle, a very big vehicle with high suspesions-settings could be a monster-truck)
- accelleration / braking settings
- 2wd (front/rear) / 4fwd settings
- suspensions settings must be available (strength, stiffness, length, etc)
- dampened springs (Hooke's law)
- forward/side/... traction settings must be available
- maybe slip setting must be available
- slope settings must be available
- mass + gravity settings must be available
- the center-of-mass should be adjustable
***Input***
- use classical/old input system
***Visuals***
- please use 3 different kind of visuals (f1 car, monster-truck, drift car)
- the visuals should show a tilt/roll effect regarding the physics behaviour
- the suspension should show a spring effect regarding the physics behaviour
- the visual is in an extra hierarchy element which is synchronised to the physics-transforms
Dont focus on visuals that much, the physics behaviour got priority!
***The final result should shown***
- a very realistic drift car (with bumps, jumps, drift, braking on sand, tarmac)
- a feelable difference between 2wheel-drive (front) and 4 wheel-drive
- if 2 cars collide, the collisions should shown nearly realistic (flips, turnovers, tilt sideways, etc)
Focus on: realistic behaviour in every scale, realistic collisions, realistic feeling
***Paying and acceptance***
Id like to split this task in 3 milestones. Paying ONLY after a working/playable build to test the results.
The split of milestones must be discussed.
i need to have a raycast based vehicle physics-model which acts very very realistic, while the whole vehicle is scalable in the parent root (scale factor x/y/z).
The full behaviour and feeling must be remain the same at every scale-size!
That is the most important point.
The car should act/feel very realistic at jumps, drifts, slides, breaking, while driving over bumps and jumps.
Please check out this example movies to get a good base for this:
Raycast-based vehicle with suspension and different surfaces:
https://www.youtube.com/watch?v=LG1CtlFRmpU&t=98s
Raycast suspensions:
https://www.youtube.com/watch?v=GM3MqO6p-8A
Tilt/Flips:
https://www.youtube.com/watch?v=YhVN52l2M-E
***Technical requirements, which must be 100% fullfilled***
- use Unity 2019 LTS
- in EVERY case the vehicle must be scaleable without changing physics behaviour (the car should act with scale size 0.5 exactly the same like scale size 2,33 or 5, or whatever)
- integrate a scale-slider in HUD to test the effect which scales the car at runtime
- use a rectangle collider with rigidbody as physics
- provide different car-setup variables in inspector to adjust the physics and change car-behaviour following the car-type (truck, kart, drift-car, f1-car, etc)
- the 4 raycasts to the ground should detect different surfaces (please use a very simple version, just to see different behaviours according to physics-settings. For example: a car on grass got less forward+side traction)
The hierarchy should be like that:
- CarRoot (root element for scaling)
-- Audio (empty)
-- Physics (rectangle collider+rigibody)
-- Visuals (meshes, etc.)
***Car settings***
- the distance of 2 axes (length+wide) of the vehicle must be changable to get different behaviours (for example: a very very thin vehicle could be a motorcycle, a very big vehicle with high suspesions-settings could be a monster-truck)
- accelleration / braking settings
- 2wd (front/rear) / 4fwd settings
- suspensions settings must be available (strength, stiffness, length, etc)
- dampened springs (Hooke's law)
- forward/side/... traction settings must be available
- maybe slip setting must be available
- slope settings must be available
- mass + gravity settings must be available
- the center-of-mass should be adjustable
***Input***
- use classical/old input system
***Visuals***
- please use 3 different kind of visuals (f1 car, monster-truck, drift car)
- the visuals should show a tilt/roll effect regarding the physics behaviour
- the suspension should show a spring effect regarding the physics behaviour
- the visual is in an extra hierarchy element which is synchronised to the physics-transforms
Dont focus on visuals that much, the physics behaviour got priority!
***The final result should shown***
- a very realistic drift car (with bumps, jumps, drift, braking on sand, tarmac)
- a feelable difference between 2wheel-drive (front) and 4 wheel-drive
- if 2 cars collide, the collisions should shown nearly realistic (flips, turnovers, tilt sideways, etc)
Focus on: realistic behaviour in every scale, realistic collisions, realistic feeling
***Paying and acceptance***
Id like to split this task in 3 milestones. Paying ONLY after a working/playable build to test the results.
The split of milestones must be discussed.