Thanks for the kind words. I don't see myself making Unity tutorials for RUclips, atleast not in the near future, there seems to be quite enough of those already! I would be happy to point you in the right direction though if I can, because this didnt take a long time to set up, and I managed to find all the help I needed here on RUclips. You should investigate existing tutorials for making a kart controller in Unity, and avoid the more complicated ones involving wheel collider components (such a nightmare!). What you'll probably want is for your vehicle to essentially be a giant rigidbody sphere locked on all rotations (many good videos can help you get this set up) its an old and effective trick. You will also want to make use of "Physics materials" to easily seperate "road" from things like "grass" which you can use to affect the speed the kart can drive at and as a means to play particle effects, and so on. The boosting mechanic is fundamentally the same as Mario Kart: When you perform a drift, start filling a boost bar - if you meet a given threshold when you finish drifting, apply a boost to your kart. This game have a tiered system that goes blue, orange, purple, gold. The better the tier, the longer the boost lasts. The race track you see here is called "Mushroom Bridge" from Mario Kart: Double Dash (if I recall correctly) - it is possible to acquire these models online and put them into Unity. I want to stress that this was only for testing purposes while prototyping the kart controller. I am now looking into custom means of producing tracks via spline tools and Blender. The Kart model you see here is freely available from sketchfab - it has since been replaced with a custom model in the project, I definitely recommend making use of free online models as placeholders during early development stages. Hope this helps.
@@DanielGilchristYT That’s a lot of information 😅. I appreciate you taking the time to write that all out, I will be sure to look into the ideas you referenced. Good luck on your future endeavors, Daniel G!
Wow , insane!
bruh this lookin LIT
Excuse me, but may I ask if your gears are turning?
@@blackfrogstudios6670 no but my fridge is running
are your drifts turning?????
This is so cool, it’s been a while. Would you mind breaking down how you created this? Maybe even a tutorial if you have time?
Thanks for the kind words. I don't see myself making Unity tutorials for RUclips, atleast not in the near future, there seems to be quite enough of those already! I would be happy to point you in the right direction though if I can, because this didnt take a long time to set up, and I managed to find all the help I needed here on RUclips.
You should investigate existing tutorials for making a kart controller in Unity, and avoid the more complicated ones involving wheel collider components (such a nightmare!). What you'll probably want is for your vehicle to essentially be a giant rigidbody sphere locked on all rotations (many good videos can help you get this set up) its an old and effective trick. You will also want to make use of "Physics materials" to easily seperate "road" from things like "grass" which you can use to affect the speed the kart can drive at and as a means to play particle effects, and so on.
The boosting mechanic is fundamentally the same as Mario Kart: When you perform a drift, start filling a boost bar - if you meet a given threshold when you finish drifting, apply a boost to your kart. This game have a tiered system that goes blue, orange, purple, gold. The better the tier, the longer the boost lasts.
The race track you see here is called "Mushroom Bridge" from Mario Kart: Double Dash (if I recall correctly) - it is possible to acquire these models online and put them into Unity. I want to stress that this was only for testing purposes while prototyping the kart controller. I am now looking into custom means of producing tracks via spline tools and Blender.
The Kart model you see here is freely available from sketchfab - it has since been replaced with a custom model in the project, I definitely recommend making use of free online models as placeholders during early development stages.
Hope this helps.
@@DanielGilchristYT That’s a lot of information 😅. I appreciate you taking the time to write that all out, I will be sure to look into the ideas you referenced.
Good luck on your future endeavors, Daniel G!
cool but I’m still telling Nintendo