-Basic knowledge on modding land vehicles.
Step 1 : Rigidbody
first start out with your car (in this case i’ll modifiy the default Police Car.). you might set it to go around 150 km//h but it only goes 30.
See this Rigidbody section? we’re gonna change it.
Make sure the Drag was set to 0 and increase the angular drag to 1 (10 if you’re making a bike.)
What does it do?
Drag : Affects the well, drag of your vehicle. decreasing it makes it able to go higher speeds at the cost of top speed stability. (The speed will bounces around.)
Angular Drag : The drag of the vehicle cornering. The reason to increase it is so that it’ll doesn’t oversteer at high speeds.
Step 2 : WheelCollider Properties
so you test it and say : Hm, it doesn’t makes any difference. So this is an important step. Open up the tires and go to the WheelCollider properties (SHIFT + select Tire_0 to Tire_3) and we’re going to change it.
This is the default one.
And this is the modified one.
for comparison :
This will make the vehicle accelerate really fast and corner more sharply
Step 3 : Cog and Mass Override
So now your vehicle goes as fast as lightning but when you tried to corner it rolls over. So this is, in my opinion, the icing on the cake.
Create a new gameobject and call it “Cog” (Center of Gravity)
And this is the MOST IMPORTANT step, put it near the place where the tires/wheels touch the ground. it must be ABOVE or else it the physics will mess up.
Now bundle it again and open up the .dat file of the vehicle.
Put “Wheel_Collider_Mass_Override 1” to your .dat file.
I did this because it defaults to 3. and at low speeds it’ll vibrates due to the modified Wheel Collider setup
And boom! you now have a vehicle that can go really fast and corners well.
ngl this is kinda a bad tutorial, if you had any questions i’ll try to answer it.
Extra : Tips and Tricks
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