Treads feel way better with multiple per side, making up for the lack of softbody flexibility that a real tread would have.
Reached the point where it's actually fun to drive around with them
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At the point where it mostly works, had to add some slip resistance because targetVelocity on contacts causes weirdness at when relative velocity isn't in the same direction as targetVelocity causing rotation
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Conveyor belt / vehicle tread debugging. Feels weird that Unity doesn't have any way to get the actual velocity of an object, have to store the previous position and compare so now all my bodies need a monobehaviour handling that
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Redid the excavator boom so that the hinge is built into it and includes part of the arm, so now anything can be attached to the end
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New plan for dividing the excavator arm into components that I can let the player disconnect / connect for vehicle construction
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Testing with some actual assets for a change of pace since @Synty is publisher of the week on the asset store and they had the perfect pack for experimenting.
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Guess it's time to setup proper keyboard / gamepad input because this excavator module is almost impossible to control with just the onscreen controls
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Articulationbody hierarchy visualizer finished, if I knew before hand how much effort goes into messing with the hierarchy I wouldn't have bothered.
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I was originally going to tint the background but turns out you can't modify the drawing of the hierarchy, you can only draw ontop of it. So if I wanted to have something behind I'd have to redraw the whole original hierarchy again ontop