Oh cool, glad you get it working.
bear in mind the Unity plugging is a work in progress.
Sweenie and I started and add stuff whenever we feel like it.
The plugin is base on Swig so extending it is relatively easy.
If you fell like you need some functionality that is no exposed fell free to let us know and we can gladly add it.
Few people has asked and when the find out the plug in is no completed the simple move on and use other physics solution because they do not want to know about detail the just when something that works for them. I do understand that that reaction, but on the other hand I do not have time to keep adding stuff to a plugin it when I know that chance of acceptance is very small.
I already did that with several other engines: Ogree, OpenSceneGraphs, Irrlitch, Game studio, and some other I do not remember.
Your name sound familiar and look at uyor post history, I know that your interest goes beyond feature list, so I hope you do find what you look for.
I also like to say that back when you were using newton, we have a solve that was a compromise between exact joint for contacts and bilateral. but is was expensive and has some problems other problems.
today the engine has evolved a great deal,
1 the joints are now exact at all time. Now it the opposite as it used to be, joints are assumed to be exact unless the end client app want them to be soft.
3 the joints solver works in linear time, so not longer the app has to decide between passes and accuracy
4- out mission statement
Newton Dynamics implements a deterministic solver, which is not based on traditional LCP or iterative methods, but possesses the stability and speed of both respectively. This feature makes Newton Dynamics a tool not only for games, but also for any real-time physics simulation.
contrary to the narrative crated by the self appointed expert for Virtual reality lab, is 100 true and I stand by is, the never let me demonstrated why.
in fact the joint are so robust in newton that I am re writing all the feature to use joint and rigid bodies, for example the vehicles is a 100% articulated body. and the only reason it has to be a dedicate feature is because the tire contacts are a non columb approximation, instead is a Brush Model. as stated by Giancarlo Genta.
4-collisions are far more accurate and robust.
some other functionality that I do no remember but I mention those because I believe vehicle is part of what you do.