Wheel Controller has gotten a major update with following changes:
- About 200-400% performance improvement. Hard to say for sure since ground detection has been revamped so it is a bit of apples to oranges comparison since resolution can be much lower for same results (half or even less).
- Much stiffer friction meaning cars respond faster and are easier to flip over.
- As a result of the above lateral creep/slip on angled surfaces is minimal – comparable to that of wheelcollider.
- Vehicles are less prone to vibration / jitter.
- Rim colliders are now fixed and are runtime constructed meshes. Since they are fixed in relation to vehicle there is no performance overhead of Unity needing to recalculate COM every frame. Can be a significant difference when there are a lot of colliders atached.
- Reworked friction preset system. There is no longer split foward (longitudinal) and side (lateral) friction setting. Friction curve is generated only once on start so there is very minor performance overhead when switching friction settings.
- Camber is now a curve.
- Added namespaces to all files to avoid conflict.
- Added vehicle side dropdown selector in editor so it can be selected manually in case model has problematic rotation. Also, “Center” option has been added instead of previous tick box for vehicles like motorcycles.
- Wheel scan is now only lateral and logitudinal with no recursion and uses weighted average instead of closest point to detect ground. This means that 2×5 resolution can be used with adequate results for most application.
- Scan ignore layer is now a dropdown instead of integer field.
- Single ray mode added for inactive vehicles or vehicles that do not require 3D ground detection.
Upgrade instructions can be found inside the manual.
You can try the new version under menu “Demo” > “Wheel Controller 3D” on this website.