Joined November 2014
1,238 Photos and videos
Vehicle Physics retweeted
Replying to @VehiclePhysics
...and here's a more thorough blog post about all of this aras-p.info/blog/2026/06/11/…
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Vehicle Physics retweeted
Replying to @VehiclePhysics
If you build to IL2CPP, both Unity.Mathf.Sqrt and System.MathF.Sqrt end up calling single precision sqrtf(), but the System.MathF version ends up being *slightly slower* due to an extra "is the class initialized?" check.
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#UnityTips For most math functions (Sqrt, Sin, Cos, Log, Pow…), prefer System.MathF over UnityEngine.Mathf. Unity's Mathf casts to double, calls the double version, then converts back to float. System.MathF calls the float-native implementations directly. Less work, same result. #UnityEngine #Programming #DotNet #CSharp
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Replying to @VehiclePhysics
Was really excellent to work with thank you!
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Powered by Vehicle Physics Pro 😃👏👏
🚨Surprise launch🚨 I've just released EXO RALLY Championship during the PC Gaming Show! - a brutally realistic racing simulation on alien planets - thruster-equipped rally rovers - career mode, build your own stages, async online rallies! - follow-up to EXO ONE Out now!
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New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model. #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering
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A preview of the new longitudinal wheel dynamics model coming to Vehicle Physics Pro, based on our recently completed internal paper. From three wheel inputs, drive torque (Td), brake torque (Tb), and tire friction (Tf), the model derives the resulting wheel force (F) and torque (T). It also lets computes the net shaft-supported torque Ts. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain. #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time. assetstore.unity.com/package… Music: Firing Up by Maniac of Noise — CC BY 4.0 #Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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It’s a Commodore 64! What perfect timing - I was at ZZAP! Live 2026 in Coventry, UK just this weekend, a Commodore fan event 😀
It's race day! Pit crew setup is unique for each car, due to their different dimensions and shapes. The second wheel gunners are automatically placed, and if I forgot to leave space for them, I'd have to fix all left-right box setup for all cars... That's happening now. :)
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Vehicle Physics retweeted
Riders of the kerbs. A beautiful slow-motion view of the new tire contact model in Vehicle Physics Pro. Watch as the tire rides over the top of a kerb, with the contact patch dynamically adapting to the surface. #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #Racing #PERRINN #Project424 #Engineering
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#UnityTips Need to tweak any Project Settings from code? You can! The settings assets in the ProjectSettings folder can be opened as a SerializedObject, so you can read and write their properties directly with SerializedProperty. Details example code: support.unity.com/hc/en-us/a… #Unity #IndieDev #GameDev #Coding
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Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required. #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding
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A new update on PERRINN 424 3D model is on the way 😁 #PERRINN #Project424 #DigitalTwins #Motorsport #Engineering
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Vehicle Physics retweeted
Replying to @sean_gause
the game looks like this: lots of crunchy plants & nature
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#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
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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. #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev
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Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. 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
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#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
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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
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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 #MadeWithUnity #Physics #IndieDev #GameDev
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