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FieldSim

  • 30 Devlogs
  • 53 Total hours

An FRC game in unity, complete with a website for distributing the game and modding.

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2h 24m 9s logged

2658 Σ-Motion 85% completed!

I had robotics yesterday, so I decided to work on this again. Everything such as the intake, ball system, turret, and drivetrain are set up. Audio remains as the final thing to be tweaked as it does sound like a very high pitched lawn mower :sob-pray: .

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2h 43m 46s logged

Swerve and my own teams robot?

Yep you read that right. I wrote a very bad swerve script that works. I also acquired the least broken cad of my FRC teams robot. I optimized from about 60 mil vertices to about 4.8 million(ty decimate modifier). Ill try my best to finish this robot, and add swerve to other robots(9126 and 9450)

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Ship #1 ✨ Blessed

This is FieldSimulator(or for short FieldSim)
It is a recreation of the FRC 2026 Rebuilt game in unity, heavily inspired by MoSimulator and xRC Simulator. It is fully open source and is made modular so people can make custom robots.
The most difficult part about making this was probably getting the robot to intake and shoot well. This is my first time ever attempting a unity project this large so this was difficult. The robot would pop and sometimes just explode, so I abandoned a physics based hopper system and made a simple static hopper system where the ball would just be moved to a set position with collision disabled. Then when shooting, the balls collision would be reenabled and the ball would be shot from the robot.
Here is the trailer for the game:
https://www.youtube.com/watch?v=iRqO79tCtu4
Here is the download page for the game, if you are not familiar with the FRC rebuilt season, I would take a look at the docs.
https://thecheetoman.github.io/FieldSim/

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1h 21m 56s logged

Fieldsim 1.0.0 is ready!

The first version of this project is nearly ready. The download page is up to date and the modding documentation has been completed.
Project will not be shipped yet as I will make a trailer. I did not compile for all OSs

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2h 17m 23s logged

#Website update!
I made some modifications to the design on the home page to make it easier to see the text in the center. I wrote nearly half of the documentatoin for adding robots!

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1h 22m 6s logged

FieldSim documentation and guide website underway!

I made a simple static html website inside a subfolder of the repo. Setting up github actions took about 30 minutes :sob-hole: . Turns out github servers are slower than they used to be.

I also made a simple documentation page and put in some basic info about this project. I kinda stole a lot of styling from a previous project.

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33m 4s logged

Final update to the game, onto the website!

I finally finished the base for FieldSimulator. I am now going to work on a website with documentation for modding and a well made download page!

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32m 32s logged

Minor update to Silver Hawks robot

I added sound effects to it and a basic indexer sound effect system. I also fixed a major bug where sometimes fuel scored in the hub just disappears(i genuinely dont know how this even happened in the first place)
The new indexer SFX system plays as long as the robot is enabled, and it gets a bit louder when you shoot. Added this to make silver hawks robot feel more alive.

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3h 7m 9s logged

Main menu with settings credits and game launching!

I finally undertook the process of making the menu. Unity makes it really easy to make UI but getting graphics settings to work took a while. When I first implemented changing graphics settings, the outcome is the complete opposite. If you choose the Horrendous preset, you get maxed out settings and vice versa. I fixed this by reordering options. I also added fullscreen as a toggle and a resolutions dropdown.

I also modified the gamemanager and the menu to allow for loading a robot from the main menu. It works by saving your robot index to a playerprefs, and gamemanager loads that corresponding robot. The scripts for camera management and robot enabling and disabling are all modular, so everything works smoothly!

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2h 49m 50s logged

New robot!

I added the SilverHawks, 9126. Adding this robot was kind of difficult. For starters, the CAD was too high fidelity, with every single screw and bolt set up. I had to remove all of them and I had to make my own bumpers for this.(which had flipped normals :sob-ios: ). I also had to adjust the way turret and hood aiming worked. These were previously locked to only modify the z axis of the gameobjects. I had to write methods to choose a new axis. I also had to write a system for sliding hoppers.
I am going to work on a menu, then make a website for this game. The website will have a simple robot tutorial.

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1h 4m 25s logged

Illegal scoring penalties implemented

I added a system in the gamemanager to detect if the player isnt in their alliance side. If they score while they aren’t, a heavy penalty is added to reds score.

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2h 41m 29s logged

Turret robot nearly done!

9450 is almost done with its implementation into Fieldsim. I added a working automatic aligning turret and hood. This didn’t work initially, some values had to be fine tuned to ensure turret accuracy. The robot can shoot at the hub, and pass both left and right. This turned out pretty good and I hope to keep going

Please put FRC team suggestions in comments(better if cad is released)

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1h 50m 47s logged

Another robot? yea!

I decided to work on adding 9450. Their robot would be pretty easy to frankenstein on to a tank drive, which I did in blender. Currently it does absolutely nothing, so stay tuned!

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3h 42m 38s logged

Major Rebuilt progress!

Devlog vid since it was too large: https://youtu.be/8LqqLZqSy14

I am almost done getting Rebuilt fully implemented! This took a lot longer than expected. I wrote scripts to handle scoring, hub lights, and heavily modified the gamemanager.

i am so bad at driving 😭

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2h 41m 32s logged

“welcome to rebuilt, presented by haas”

I finally finished implementing the real comp field! It is complete with fuel in the depot, and neutral zone(I haven’t decided what to do about the outpost yet). I set up the robot and all collision. All I need to do is program the actual robot game and UI, and this would be a good, somewhat functional game!

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1h 3m 44s logged

FMS implementation under way!

I worked on modifying most of my scripts to work with the gamemanager. This allows robot enabling and disabling, which makes the game more realistic! I also made a script which actually makes the RSL(robot status light) strobe when the robot is deactivated, and stay on when the robot is activated!

I am going to import normal rebuilt playing field soon so I can make the robot game work!

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1h 18m 14s logged

More audio and shooting improvements

Quick update, I am gonna take it easy this weekend with working on this. I added sound effects for the drivetrain and when fuel hits the hub. I also added a QoL improvement. When you start shooting, the robot stops moving, making it easier to shoot and stay in place for accuracy.

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2h 38m 45s logged

Audio, Camera follow, and new bumper!

I added a dynamic audio system to the spinning shaft system. It plays audio from an audio source and adjusts its pitch based on the shaft’s rpm. In addition to this, I added events that can trigger functions in other scripts when the shaft reaches max speed and spools down.
I also wrote a 3rd person camera follower, it uses tags on the player to make it easy to implement in other robots!
I also remodeled the front bumper of the robot in blender. The original one looked kinda bad since the bevels were not matching with the rest of the bumpers.(screenshots included!)

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3h 9m 55s logged

Somewhat working kitbot!

In the past 3 hrs of development, I wrote a not physics based intaking and hopper system. I also wrote a very simple shooting method.

Intake

The previous intake system I made(not devlogged), relied on a bunch of physics. The end result was pretty realistic, but buggy. When fuel was intaked, it would try to occupy the outtake zone of the robot, if there was already fuel there, the robot would “pop” and explode. This new system completly disables fuel physics and teleports fuel to preset positions. It isn’t as realistic, but its less buggy, and leads to less framerate drops!

Shooting

I added a basic shooter. It takes fuel from the 0th slot in the hopper, shoots it, and then cycles the fuel in the hopper. The shooting is pretty unrealistic compared to the real kitbot. It shoots too high and too far. With a bit of tuning though, this should be fixed.

i still need to add collision to the field elements, i keep forgetting 😭

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36m 26s logged

Quick materials update

All of the materials from onshape look kinda dull(look at the field for reference). I updated the materials, might need to adjust bumper material since it is too strong.

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2h 42m 2s logged

Drivable kitbot, Animated intake shafts, and Fuel!

This devlog is gonna be a long one. I finished the tank drivetrain along with animated wheels. I also began to add spinning-ness to the intake. I also made the fuel.

The drivetrain

I finished writing the movement script and set up all of the wheels. I also spent some time tuning physics values to attempt to recreate a somewhat realistic tank drive.

Animated spinny thingys

I created an easy to implement script, which allows you to bind a key to shaft, and make it spin however fast you want it to!

Fuel

Added fuel :wowsers:

some things still need collision, so dont mind me driving through the hub

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45m 50s logged

ever seen a tank drive do wheelies?

neither have i!
Tank drive is working out way better, I didn’t even ask AI for help with this!

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2h 10m 37s logged

Quick announcement

Swerve is beginning to be a problem. I am not that experience with unity so swerve ends up flying around most of the time. For this project, I think I might drop swerve entirely, and just make tank drive and throw the kitbot in. Sorry to have to announce this =(

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1h 23m 2s logged

Dev log 2 of Fieldsim redo

What did i do?

I wrote a basic swerve controller, it allows you to drive the robot around and it even has field oriented driving! I also imported the test field that you might have seen at competitions for robot testing.

Side notes:

The old mesh for the robot was kinda(extremely) unoptimized. So i replaced it with cubes. Check the screenshot for wireframe view.

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20m logged

i forgor to set up hackatime….

I forgot to set up hackatime, its been like an hr of getting this drivetrain parented properly. Now I can move on to writing a basic movement script. Then i can go through other FRC team’s swerve code and steal logic for wheel rotation. I also need to get a “gyro” working.
welp, see ya next time!

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1h 28m logged

Restarting field sim =(

I feel kinda conflicted, with using mosimbuilder for this project. Im kinda stealing their work, so im going to write this from scratch now!

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1h 14m 38s logged

3128 added!

Only took like 3 redos =D
Has working intake, shooter, auto align. Not sure how climb worked, so I did not implement .t(didnt really see narwhals using it that much either)

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1h 0m logged

Dev Log #2

Today I tried doing a web build, which did not turn out great. You could not see anything, so I fixed that by adjusting MSAA settings.
I am starting my first CAD robot. 3128(im doing the sd districts alliance)
intake lookin a bit goofy. Still needs a lot of work before it the robot is finished.
After this I plan to add 2102
Comment FRC team suggestions to see your robot added(cad would be rlly tuff)

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1h 25m 49s logged

Dev Log #1

Today i spent my time optimizing MoSimBuilder. Went from 9 fps -> 30 fps(my laptop kinda bad)

I also added my team’s robot. Comment your team number if you want your robot added…

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