Category: Vehicle Physics

Vehicle Physics Pro demos released!

I’ve just released the two first demos of Vehicle Physics Pro. You can now try the best vehicle dynamics simulation available for Unity 3D. Downloads available here: https://vehiclephysics.com/about/demos JPickup City Demo   The classic City scenery with the VPP-based JPickup truck. Includes a Setup dialog for configuring the most typical features in a standard car: All-Wheel-Drive (AWD) vs. Rear-Wheel-Drive (RWD) […]

2019-01-25 Compatibility Upgrade for Vehicle Physics Pro

Recent commits to VPP repositories have changed the GUIDs for some components. As result, updating VPP in your project will cause several missing references in your project. I’ve prepared a one-time patch that fixes the missing references easily. You need to apply this patch to your project when updating VPP from a version older than 2019-01-25. […]

Vehicle Physics Pro new licensing model

Vehicle Physics Pro is now a production-grade, state-of-the-art vehicle modeling suite, which can withstand professional customer scrutiny. It’s actually being used by major companies around the world for developing amazing high-end simulations in a variety of projects. I started developing VPP nearly 7 years ago. First commits are dated March 2011. Completing the wheel and tire model […]

Vehicle Physics Pro November 2017 Update

This post contains instructions for upgrading existing projects that use Vehicle Physics Pro to the latest November 2017 version that will be deployed next Friday 10th November at 10am UTC. Licensees of the Professional and Enterprise licenses should read these instructions in order to update their project(s). Why this update requires special instructions? The repository Vehicle Physics Core […]

The Big Development Update on Vehicle Physics Pro

Finally, the code and features in Vehicle Physics Pro are ready to be released. I’m now completing the kit with the demo scenes, sample vehicles, scenarios, art, etc. as well as tutorials and feature demonstrators. Here is a non-exhaustive list of the development progresses over the past months: Replay with pause, flashback, slow motion, forward/reverse playback… Mobile […]

Anti-roll bars exposed

I’ve just implemented anti-roll bars in Vehicle Physics Pro. Here you can see the effect of this component graphically: In this chart the horizontal axis is time and the vertical axis is the distance to the suspension limits. The higher the line, the more extended the suspension. The lower the line, the more compressed the suspension. If […]

Vehicle Physics Pro enters the Beta stage!

I’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 […]

Madrid Games Week!

I’ll be at Madrid Games Week next week (October 1st-4th) showing the latest developments with Vehicle Physics Pro. If you’re attending the event, feel free to come by and say hi! Find me at the Gamelab Academy booth. I’ll also go to the after-hour networking party with some of the Gamelab and Unity crew the first day (October […]

Vehicle Physics Pro latest updates

After having dedicated some time to Edy’s Vehicle Physics (with great results!), I’m now giving a push to Vehicle Physics Pro. Early Access licensees, this is of interest to you! I’ve committed several updates these days: Gravity hack removed You should now remove all VPGravity components from your scenes (you’ll see an Unity error otherwise) and configure […]

Kerbal Space Program to use Vehicle Physics Pro

Kerbal Space Program (KSP) will use Vehicle Physics Pro for their wheel and vehicle simulations in the upcoming Unity5-based KSP release. Felipe Falanghe (HarvesteR) wrote in the KSP development blog about the factors that led to the decision of using VPP. “The new wheels in Unity5 apparently still have a few issues of their own, which makes them […]