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Yet another update on the terrain system, i've made a few improvements to the soil model and added a few debugger views. Deformation is now calculated on all contact/collision points, before it would only use the average position of all the points and calculate deformation from that position. Added new variable to the soil model "surfaceStrength", this controls how much force it takes to break through the surface layer. The soil now becomes harder as it gets more compressed, this is currently a linear scale but will be tweakable later. Tire friction is now accounted for in the deformation calculation, so now a heavy threaded offroad tire will carve up more of the terrain when is spins than a highway tire would. Fixed a bug which caused the tires to continue compressing the terrain if the vehicle wasn't moving or tires rolling. Added 2 new debugger modes : 1). Wireframe View. 2). Tile Activation View - Green = Active, Red = Disabled, this shows you which terrain tiles currently is active and being deformed Earlier terrain tests: Test 1: • Unity Realistic Vehicle Physics - Real Tim... Test 2: • Unity Realistic Vehicle Physics - Real Tim... Test 3: • Unity Realistic Vehicle Physics - Real Tim... Developed by Anders Ørum. Hardware specs: CPU: Intel i7 4790k GPU: Nvidia GTX 970 RAM: 16 Gb Technologies used: Unity Truss Physics Nvidia PhysX