To deliver a highly realistic tank physics in Unity, we developed a custom vehicle physics engine. For simulating an aircraft tow tractor in UE4, we modified the standard vehicle physics implementation. ![]() The picture below shows two professional vehicle simulators that we made in UE4 and Unity, respectively. Just recently, Unity announced that soon it would be possible to switch between the current physics engine and Havok (read the news), which is a great plus for us. Managing the physics objects is easy because the integration with the physics engine is tight, and the lifecycle of an object is simple. For our projects, we had to modify the UE4 core because the available sub-stepping option does not solve the problem for serious applications.įor some time now, Unity allows for executing the physics step manually. By default, physics simulation is framerate dependent (read more here), so a vehicle may move slower on a slower computer. You should also know that UE4 does not focus on reliable physics (at least when writing this article). Things can get messy if you decide not to use their standard engine and gearbox. You can modify the vehicle update method (see the source code), but for the cost of losing sanity when you see another repeated code for each vehicle variant depending on the number of wheels ( Vehicle4W, VehicleNoDrive, VehicleTank). In UE4, you have access to the source code, including the complete PhysX engine. Unity oversimplifies the wheel collider (check the documentation) and gives no access to important information (current lateral and longitudinal slip forces) or a way to modify it. Vehicle physicsīoth UE4 and Unity have simplistic vehicle physics based on the standard PhysX implementation (see the documentation). Below is what we learned during that time. As a team, we started working with UE4 on commercial projects two years ago (2018) – see the screenshots. Some of us began their journey with Unity 3.0 and the Unreal Development Kit (UDK) in 2010. For this project, we developed an original vehicle physics engine (check out this webinar to learn more). The Raving Bots team is responsible for both the concept and the implementation. ![]() The simulator is designed for professional applications, which hardcore simulation fans will find interesting. In this blog article, we will try to provide a comprehensive answer to the question of why eXpanSIM is developed in Unity instead of Unreal Engine.ĮXpanSIM is a universal vehicle simulator with realistic physics of cars, trucks, construction machines, and military vehicles. Which one would give you the best results? Which technology allows you to effectively minimise the development time? Although there is no universal answer for all projects, we can focus on the analysis of a particular case, which will help you to capture the big picture. There are currently two leading game engines that you can choose: Unity and Unreal Engine. Let us say you are planning to make a new innovative vehicle simulator.
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