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Low Poly Racing - Making Of - Episode 4 - Unity and Blender

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Hello guys - here is the 4th episode of the making of Low Poly Racing!

In this video, I start be refactoring some of the code to make it more reusable when adding more cars (for example AI cars or multiplayer controlled cars) and we switch to use a Game Manager and an Input Controller. This will rework some parts from the previous video, but that's common - as you figure out stuff during development, you refactor and change the code to improve it over and over again. We also break out so that the Wheel component is separate, now you could add as many wheels as you'd like to a car or a truck without having to write any additional code.

We also implement some better cartoony gravity and wheel colider settings to get the car to jump, accelerate, and turn better to keep an arcade style feel.

Then, we finish off by putting trees, stones, tire barriers, and fences with colliders and rigidbody physics. The fences get a Fixed Joint component so they stick to the environment for lighter impacts (guiding the cars back onto the roads) but if they get a direct hit they'll break off in sections.

This is quite a lengthy video - I hope it can give you some more understanding when making a game similar to this.

Check out the video where I model the 10 Cars in 10 Minutes:
https://www.youtube.com/watch?v=YALV3HqfdLY

Check out Low Poly Racing - Making Of - Episode 1:
https://youtu.be/ODVV3eUE5zM

Check out Low Poly Racing - Making Of - Episode 2:
https://www.youtube.com/watch?v=yoWS_G-9Ntw

Check out Low Poly Racing - Making Of - Episode 3:
https://youtu.be/MkOGlTTvaWU

Tools used in this series:
* Blender 2.82
* Unity 2019.x

Take care everyone and see you in episode 5 again =)

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