Drift System V3 Is looking good and working really well, its very promising!!!
It still need a bunch of work, but it fixed the massive speed loss problem! Also this is using Unity's built in spline package and not Dreamteck. Now the car actually maintains its speed throughout the turn(Even build it up! But that needs to be nerfed ;P)
Some more nuance is needed to refine this even more, like some way to calculate a tangent if I'm inside the curve or outside. That red arrow shows where the car should be traveling along the spline. Right now it just follows the Spline Arrow's orientation. Right now the drift system is turned up way high in this example because this free Sketchfab track really isn't ideal.
Also yes I was doing car ballet to the music lol.
Was experimenting and taking notes how RR7 performs drifting, because I'm going to remaking my drift system to be more like it, hopefully. But I noticed an odd bug, maybe it isn't a bug, but compared to my spline system it definitely doesn't handle the way you'd expect. There are parts of the road on some courses where the car will just veer off on its tangent because the system, while still active, stops functioning. So I figure a lot like layers in Unity the main track must be on some sort of layer the system functions on,
The way my spline drifting works is sort of a carrot on a stick method, but the down side of that is that there is a significant speed loss when drifting. And rather than use speed dampening forces or some stupid workaround, I'm going to change the method of how the car moves along the track, while allowing the physics to play out. I have an Idea of how this might work so I'm gonna give it a shot.
Wish me luck!