Officially announcing my new game:
GARBAGE COUNTRY.
A lonely road trip through the ruins of a forgotten world.
feat. vast wastelands, tower-defense battles, upgrades, mysteries, & lots of driving.
Posts by Vehicle Physics
#UnityTips Why I recommend using OnEnable / OnDisable for component initialization: Awake and Start are called only once per instance. Disabling/re-enabling the component (or recompiling scripts while in Play Mode) won’t call Awake or Start again.
#Unity #IndieDev #GameDev #Coding
Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.
With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.
#MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics
Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain.
#UnityTips reminder: For the most physically realistic collisions and friction in Unity, use **Patch Friction Type** + **Improved Patch Friction**.
#Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev
This happened to me both in the sim and in real life! 😅🏎💨 Almost lost the rear under braking in a fast corner.
#Motorsport #Racing #Simracing #Unity #MadeWithUnity #GameDev #Physics #Simulator
Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.
#VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles
A visual explanation of the **Anchor** property in Vehicle Physics Pro’s Wheel Collider.
The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does **not** change the suspension’s properties, only the ride height.
#UnityTips An incredibly useful index of official Unity eBooks and resources for developers, updated to Unity 6:
unity.com/how-to#all-e...
#UnityTips #Unity6 #GameDev #UnityEngine #HDRP
New tracks are coming for testing the PERRINN 424, including the ultimate test for endurance races 😉
#Motorsport #Simulator #PERRINN #SpaFrancorchamps #LeMans24 #Simracing #Blender #Project424 #DigitalTwins
#MadeWithUnity #Simulator #Simracing #Motorsport #Silverstone #Racing #PERRINN #Project424 #Engineering #ElectricVehicle
A great video by Jack Bowie, driving the 424 at speed and providing live commentary around a Silverstone lap. He does an excellent job explaining the challenges of driving this circuit.
🔗 Link: www.youtube.com/watch?v=iIQ7...
I’ve created a short guide on using Unity’s Universal Render Pipeline (URP), which is currently the de facto graphics standard in Unity.
In my opinion, this guide covers the minimum concepts that need to be understood to configure and use URP correctly.
#PERRINN #Engineering #ElectricVehicle #Simulator #Silverstone #Unity #MadeWithUnity #Simracing #Racing #Motorsport #Project424 #DigitalTwins #BatteryElectric
The 424 is simulated with Vehicle Physics Pro using the most recent engineering data available. EV racing is expected to keep improving in the coming years.
Comparing 424 to Max Verstappen’s 2025 pole lap in the Silverstone circuit. 424 is around 5 seconds slower, but this is very close to F1 race pace. The main differentiator is mass:
424: ~950 kg
F1 (qualifying): ~800 kg
#MadeWithUnity #Simracing #Motorsport #Simulator #PERRINN #Unity #Racing #Project424 #Engineering #DigitalTwins #ElectricVehicle #BatteryElectric #Silverstone
New simulator build is live: the PERRINN 424 takes on the iconic Silverstone Circuit!
github.com/PERRINN/PERR...
Same engineering-grade vehicle model powered by Vehicle Physics Pro, now on one of the most legendary tracks in motorsport.
Any other method (Rigidbody.velocity, Rigidbody.position, Rigidbody.MovePosition, or Transform.position) bypasses the physics solver’s internal integration and will very likely cause glitches and unstable collisions.
discussions.unity.com/t/stop-my-pl...
The solution is to move non-kinematic Rigidbodies using AddForce / AddTorque (and their variants) from FixedUpdate.
#UnityTips This comes up quite often in Unity Discussions: Rigidbody-based character controllers fail to collide properly or exhibit artifacts when interacting with the environment.
First tests of the PERRINN 424 at Silverstone. What an amazing circuit!
www.linkedin.com/posts/nico-p...
#MadeWithUnity #Simracing #Motorsport #Silverstone #DigitalTwins #PERRINN #Project424 #Simulator #Engineering #Unity #VPPDev
Unity WheelCollider magic, part two.
#Unity #MadeWithUnity #IndieDev #GameDev #Physics #WheelCollider
Integrating the iconic Silverstone Circuit into Vehicle Physics Pro. The PERRINN 424 will be the first car to test it. 😃
#VPPDev #Unity #MadeWithUnity #GameDev #ScreenshotSaturday #Simracing #Motorsport #PERRINN #Project424 #Silverstone #Blender