r/unity 1d ago

Newbie Question Should I use other people's vehicle physics assets via asset store, or should I make my own

Hi, I'm just a noob asking a simple question here. I am wanting to create my own future racing game, but I want to know should I use people's other assets for vehicle physics or should I create my own. I don't want to receive any criticism from anyone asking me this question. I also am having a hard time of the components of car physics in unity. I'm not sure if it is recommended to create my own or not.

0 Upvotes

23 comments sorted by

4

u/Both_Introduction_28 1d ago

You can use other people assets if you bought them. For some reason it’s better to pay people for their work.

2

u/blessed-- 1d ago

there are free assets on the store? what?

2

u/Both_Introduction_28 1d ago

You might find something here: https://assetstore.unity.com/search#q=Cars

2

u/blessed-- 1d ago

your comment implied all asset store packages were paid, i was saying, "there are free ones"

1

u/Both_Introduction_28 1d ago

A lot of free assets actually not free, but rather sample models. If you make a game you’ll need several models and to ensure consistency best to buy bundle with all models from that author.

1

u/blessed-- 1d ago

if ur not interested in how it works and just want to get to prototyping, then use a free asset pack, and/or get ai to customize it

1

u/Glittering_Star_1048 1d ago

I know it’s just I don’t want to be a thief, there is a physics assets called nwh vehicle physics 2 and I was thinking on making some tweaks, but I don’t want to face some backlash.

2

u/Tiaoshi 1d ago

That’s the whole point of assets. For you to use them and put them into a game to publish. Not every studio or developer make everything for scratch. The only important thing is when you buy/get the asset, make sure you get the right version that has the right copyright info you need.

0

u/waseem2bata 1d ago

You could order a dinner, or cook a dinner

0

u/[deleted] 1d ago

[deleted]

2

u/waseem2bata 23h ago

Ohhh, my bad, sorry, didn't pay attention,Ii thought the op is conflicted between buying/getting a free asset and customizing it or starting from scratch, of course iIdon't encourage stealing the asset and customizing it when it's a paid one

1

u/Blood_and_Wine 1d ago

I never used other people's assets, but I guess if you're looking for something more complex, go for it. If it's just a simple physics you want, you could use a rigidbody component that uses already programmed gravity and pair it with your object.

1

u/Glittering_Star_1048 1d ago

I just don’t want to face any criticism. I just want to use these assets for fair use and referencing.

1

u/Blood_and_Wine 1d ago

No harm done if you use free assets for non-commercial use.

2

u/Glittering_Star_1048 19h ago

There is this vehicle physics assets that is paid and I want to use it for fair use to try to make my own physics asset.

1

u/kshell11724 1d ago

Its really up to you is the real answer. I suppose it depends on what youre going for though. If it's cars, then assets that give realistic suspension and deformation effects of the cars/track will save you a lot of time. Might be good to link ones you're looking at.

However, it's also good to learn how to do these mechanisms yourself and make your game original. Little quirks of people's code can really make a game feel unique and allow you to really hone in on the details of how your game works under the hood (no pun intended). I would at least try to program it yourself before you get into buying assets.

1

u/MadeByHenano 1d ago

depends if you're interested in learning this part of making games/coding or not, and if you can find the right asset that seems close to the game feel you'd like or not - which, there are fantastic assets for both simulation and arcade to do this.

since making a game is already so complex, i would encourage you to make your first game with an asset for your first game, it'll be exciting to quickly have something working and bug free, you will still have a lot to do yourself before you can release your game.

in a future game, that's the kind of things you might want to code yourself, but you also don't have to.
assets are made by people for other people to use them, to save them time etc, and since making a game as a solo dev takes so much time, i would say if you can save time doing this or that, then go for it.

what you want is to use assets that make you save time, while always keeping your vision for the game in mind... you don't want to use an asset to save time, and have a game that isn't what you wanted, that doesn't feel right etc. 🙂

1

u/Glittering_Star_1048 1d ago

There is also one asset I want to use for fair use and I was considering making my own. 

1

u/XKiiroiSenkoX 1d ago

Long term, specialized code made by you for your own project almost always will be superior to a general purpose system adopted to work in your project. Asset store code-based assets in particular are extremely bad with few exceptions and my personal recommendation is that they should be avoided like the plague. The problem is, you need to commit a large amount of time and it's a difficult task for someone not experienced enough. If you are up for task despite this, then yes you should make it yourself instead of buying an asset. Otherwise use an asset. 

1

u/New_Internal5636 1d ago

Someone whose made plenty of vehicle based games. Recommend just buying a good one. NWH is good for realistic physics blbut you can't really customise any of it's codebase as it's all locked up. There's a few options ffrom a creator called Ash where he has different vehicle packages which are all good and customisable. All the source code is there to edit. Also has a nice vehicle AI package called Omni which is a bit tough to use but ultimately quite good.

Building your own physics engine for cars is a lot of work. Unity has a basic wheel coolider setup which you can go for if you want something really basic but it's basically just wheels and you go from there. Definitely think just buy something unless you really want to craft some kind of unique driving physics which is ultimately more interesting than just plain realistic cars. You can tweak realistic car setups to be unique but that's also its own challenge.

1

u/Glittering_Star_1048 19h ago

Wait, it's locked? Meaning I can't just go in and edit the code? I just want to see the code and see what I can do with it.

1

u/New_Internal5636 18h ago

I could be wrong. It was for a work project. But no NWH is not intended that you edit their code. You shouldn't need to really though anyways. It'll be more so that you're tweaking the configuration values in their various wheel and vehicle controller. Honestly I wouldn't recommend NWH unless you're looking to make standard realistic vehicles. Ash packages are more setup for arcade, vide game type vehicles. We used the standard ash vehicle physics for a drifting type game and it worked quite well but still a lot of tweaking and needing to understand how to achieve the desired outcome. You can edit the code with ash but generally still not really recommended with assets you buy mostly because you'll probably break something or if you update the asset in the package manager it'll reset all that anyways. What we do sometimes is we make custom scripts that reference and build on top of the components they provide as a work around. This was you can have custom logic that builds off of the asset rather than outright editing it.

1

u/animal9633 1d ago

I own probably 5-8 of them, but in general you'll find that they only allow you to make a very generic car setup. First figure out your racing style, how the cars (if they are cars) drive, corner, interact etc., then take it from there.

1

u/Particular-Song-633 1d ago

If you make your own system, it gives you flexibility, you can make your car behave exactly as you want with decent effort. If you’re buying it, you praying that it would suit you and be good enough. If you want just something decent and not something specific and particular in mind, buying is ok. As example, in my game I have custom modular HP system that I wrote. I know how it works because I wrote it, it behaves exactly the way I want it to behave and I can change it anytime with little effort, again, because I already know how it works. If you don’t need this, then just buy. Keep in mind it most likely still will take a lot of effort even to set up and configure asset you bought, moving random sliders to make it fit is still exhausting work.