I spent almost 2 years fixing low-speed jitter sliding in my Unity vehicle controller
Prototype Everything
0:00 / 0:00
I spent almost 2 years fixing low-speed jitter sliding in my Unity vehicle controller
4 798 просмотров · 6 мес. назад
Prototype Everything
1,28 тыс. подписчиков
4 798 просмотров · 6 мес. назад
In this video I break down how I fixed one of the most annoying problems in my custom Unity vehicle controller: low-speed jitter, slope sliding, and unstable tire forces when the car is almost standing still.
The setup uses a custom raycast suspension, Rigidbody physics, FixedUpdate, slip ratio, lateral slip, longitudinal slip, tire grip curves, friction circle logic, and AddForceAtPosition to apply the final wheel forces.
The main issue was that the tire response reacted too instantly every physics frame. On slopes, inclines, or declines, this caused the vehicle to fight against gravity, jitter in place, or slide in an unnatural way.
The fix was slip integration: instead of snapping the tire force directly to the target grip value, the system blends the tire response over multiple FixedUpdate steps. This gives the grip a short memory and makes the vehicle more stable at standstill and more natural when it starts to move.
If you are working on Unity car physics, a custom car controller, raycast wheels, suspension physics, slope handling, tire friction, slip ratio, vehicle jitter fixes, or Rigidbody vehicle movement, this breakdown may help.
If the video was useful, a like would help a lot. This is a very niche topic, so comments also help the video reach the right people. If you have questions, feel free to write them below. I will try to answer as many comments as I can.