Vehicle Physics Pro enters the Beta stage!

Vehicle Physics Pro BetaI’ve spent the past weeks working intensely on organizing files, refactoring code and writing documentation for moving VPP to the Beta stage. The project is already mature and bug-free enough to be used in actual projects. Only some features are yet to be developed. Main code is not expected to have significant changes during the Beta phase.

Early Access to Vehicle Physics Pro Beta is still available with the Professional and Enterprise licenses. Check out the Licensing page for more information.

Check out the updated documentation site for an outlook on the features and improvements in Vehicle Physics Pro Beta. The new Getting Started page is a quick tour on the features and usage of VPP.

Upgrading existing projects to Beta stage

Early Access users, this is of interest to you!

If your scenes use the provided components only, then changes won’t likely affect you. Some classes and properties have changed its name, but the properties will conserve their serialized values. Just fetch and checkout the master branch from the repository and everything should work without errors.

If you are accessing VPP components via scripting, or extending VPP with your custom components, blocks or controllers, then you will surely receive a lot of errors when checking out the master branch. Review the following change list and verify the reported errors for the proper corrections. As always, feel free to contact me at edy@vehiclephysics.com or @VehiclePhysics if you encounter any problem.

New VehiclePhysics namespace

Classes in VPP now belong to the namespace VehiclePhysics. When referencing VPP classes, you should add using VehiclePhysics; at the top of your scripts.

This doesn’t apply to the exposed Unity components such as VPVehicleController, VPWheelCollider, etc. These conserve the VP prefix in their class names at the root namespace. The reason is that Unity doesn’t support menu entries for components included in a custom namespace.

Functional blocks and custom vehicles

The concept of Component as parts of the powertrain, such as engine or gearbox, is now named Block. Old prefixes “VP” and “VPC” are now removed, as the blocks deriving from VehiclePhysics.Block and other classes are now defined under the namespace VehiclePhysics as well. This removes the ambiguity among the “vehicle components” and the standard Unity components.

VPComponent --> VehiclePhysics.Block
VPVehicleBase --> VehiclePhysics.VehicleBase
VPWheel --> VehiclePhysics.Wheel
VPCEngine --> VehiclePhysics.Engine
VPCGearbox --> VehiclePhysics.Gearbox
VPCDifferential --> VehiclePhysics.Differential
...

The method DoUpdateComponents of VehicleBase has been renamed as well:

VPVehicleBase.DoUpdateComponents() --> VehiclePhysics.VehicleBase.DoUpdateBlocks()

Other refactored names

The classes and properties for “Transmission” are now named Driveline, as it fits better with the intended usage.

Some properties have changed their name. They will still receive the serialized settings for the previous ones, but if you are accessing these properties from scripting you will receive an error. Simply find out the new name in the VPP code and adopt it in your code.

Some definitions and properties that have changed:

ClutckPack --> DiscFriction (clutch type)
TireFriction.Type --> TireFriction.Model
VPVehicleController.transmission --> VPVehicleController.driveline
VPStandardInput.unlockTransmissionOnHandbrake --> VPStandardInput.unlockDrivelineOnHandbrake
CameraMode.MouseOrbit --> CameraMode.Orbit
VPCameraTargetConfig --> VPCameraTargetSetup

Other changes

The VPTelemetry GUI is easier to configure: only the Font is required now (no GUIStyles anymore). New instances will have VeraMono configured by default, but the existing instances of VPTelemetry will surely require you to configure the Font manually. The recommended font is VeraMono.

Updated: 2017.02.16 — 10:51

7 Comments

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  1. Adrians Netlis

    Hi, Edy! I’ve been working on a vehicle physics system in Blender Game Engine and I have a few issues that I am trying to solve. I see that you’ve solved all of them out and have a good setup. I’d really appreciate it if you spent a few minutes of talk with me in e-mail about vehicle physics. If you wanna help, just type a short, confirming e-mail to adris3ddev@gmail.com
    Thanks!:)

  2. Hi Edy! i´ve been working with your pack a few months. When will it come in multiplayer? is that part of your plans?

    Cheers

    Jorge

  3. @Jorge The plan is to include a multiplayer demo you could use as base/guideline for your own project.

  4. it’s possible to blow up tires?
    Nice work Edy !!!

  5. Adrians Netlis

    @ Super Pilot
    I think that it is possible. You just need to setup your own sensor(in whatever way you can do it in Unity. I don’t know about unity, but in BGE, for example, I woulduse some sort of collision sensor). Once you trigget the tires to blow up you just need to replace their mesh, change the wheel radius(reduce it) and gradually change friction curve(friction goes much lower. Try to look for some basic metal friction curves(or constant coefficients) and than somehow plug that in hte curve). 🙂

  6. Oh My God…….. -_- 😀

  7. is it possible to blow up your enegine

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