Before going through this troubleshooting guide please check that you have the latest version of the asset. This can be done through Window > Package Manager.
VehicleInputProvider
and a SceneInputProvider
script present in the scene. The full name will depend on the input method used, e.g. RewiredVehicleInputProvider
or InputSystemVehicleInputProvider
.VehicleController
script name in the inspector.InputHandler
are enabled.NWH Vehicle Physics 2 is by default set up more towards realism / simcade style of vehicles and tries to be as physically accurate as possible. However, sometimes games require a more arcade approach. Here are a few tweaks to get more arcade behavior:
Lateral Slip Coefficient
of WheelController to a lower value, e.g. 0.5 or 0.7. This will reduce the tendency of the vehicle to snap oversteer and in general lose traction.Longitudinal Slip Coefficient
of WheelController to a lower value. This will make wheel spin less likely to happen with short bursts of torque (e.g. gear changes).Slip Circle Shape
of WheelController to 1. This will make wheel spin have less influence on the lateral grip, however, it will be harder to do powerslides.VehicleController > Settings > Inertia
to make the vehicle change direction more easily and feel more like an RC car. Overdoing it might cause instabilities and jitter.
VehicleController is quite well optimized but the settings by default are intended for desktop devices and visual quality.
Here are a few optimization tips:
Project Settings > Time > Fixed Delta Time
of 0.02
.VehicleController > FX > Skidmark Manager
.VehicleController > Settings > State Settings
.VehicleController > DamageHandler > Deformation Vertices Per Frame
or use lower poly count mesh.This is because the physics updates in discrete intervals (each X seconds, e.g. 0.02s by default) which means that the vehicle travels certain distance in between the frames, where there is no physics update. At 450 km/h, for example, that is 125 m/s or 2.5 meters traveled between the frames when using Time.fixedDeltaTime of 0.02 (50Hz physics update). In comparison, only a few cm of sideways travel on the tire can result in slip reaching the peak value and going over it, resulting in reduced friction due to the way tires work on hard surfaces in general. So, there are two ways to get around this: