The third video in the series is going to be all about how to make the car turn.
We'll go over the physics and talk about some other ways to make the raycast car turn.
First we'll make our wheels turn, and make then affect our car's rigidbody.
We'll take the physics approach and use inspiration on how real car works to make it happen.
Also, we'll remove how our car used to stop and use the proper wheel friction to stop the car. This way, it's easier to adjust the friction on each type of terrain the car is over.

After the basics are done, we'll take a step further and create a grip curve for our wheels so you can get really into details on how exactly your car feels.
This will allow you to set different grip curves to each of the wheels and really get in deep on how it drives.
Finally, we'll play around a bit and make a simple handbrake/drift button for our car, along with a very basic particle skid-marks.
There is a lot of improvements we can still make to our car, and I haven't played around to find the perfect values for our grip curves. But this should be able to get you a basic raycast car for you to start and play around with.
I'll talk about a lot of possible physics changes you can do along the way to make the car feel the way you need it to.
The drift on this video is also just me playing around, there is a lot it needs to improve, and I've got some ideas.
And with this third video, the very basics are done. But I still think I'll make another video to tie everything together, talk a bit about advanced steering techniques, and finally put a mesh into our car inside the video. And after this final fourth basics video, I'll keep updating the series in the future more sparingly to add more advanced and cool stuff I learn.
It'll still be a few days until the video is ready. I got sick this week so it all got a bit delayed.
But that's it, hopefully this video will help.
Gustavo Jaruga Cruz
2025-06-01 03:13:25 +0000 UTCАлексей Алянчиков
2025-05-31 18:43:14 +0000 UTC