A special collider for vehicle wheels.
Wheel collider is used to model vehicle wheels. It simulates a spring and damper suspension setup,
and uses a slip based tire friction model to calculate wheel contact forces.
Wheel's collision detection is performed by casting a ray from center downwards the local
y-axis. The wheel has a radius and can extend downwards by suspensionDistance
amount.
The wheel is controlled with motorTorque, brakeTorque and steerAngle properties.
Wheel collider computes friction separately from the rest of physics engine, using a slip based
friction model. This allows for more realistic behaviour, but makes
wheel colliders ignore standard PhysicMaterial settings. Simulation of different road materials
is done by changing the forwardFriction and sidewaysFriction
based on what material the wheel is hitting. See Also: GetGroundHit and WheelFrictionCurve.
brakeTorque | Brake torque expressed in Newton metres. |
center | The center of the wheel, measured in the object's local space. |
forceAppPointDistance | Application point of the suspension and tire forces measured from the base of the resting wheel. |
forwardFriction | Properties of tire friction in the direction the wheel is pointing in. |
isGrounded | Indicates whether the wheel currently collides with something (Read Only). |
mass | The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80). |
motorTorque | Motor torque on the wheel axle expressed in Newton metres. Positive or negative depending on direction. |
radius | The radius of the wheel, measured in local space. |
rpm | Current wheel axle rotation speed, in rotations per minute (Read Only). |
sidewaysFriction | Properties of tire friction in the sideways direction. |
sprungMass | The mass supported by this WheelCollider. |
steerAngle | Steering angle in degrees, always around the local y-axis. |
suspensionDistance | Maximum extension distance of wheel suspension, measured in local space. |
suspensionSpring | The parameters of wheel's suspension. The suspension attempts to reach a target position by applying a linear force and a damping force. |
wheelDampingRate | The damping rate of the wheel. Must be larger than zero. |
ConfigureVehicleSubsteps | Configure vehicle sub-stepping parameters. |
GetGroundHit | Gets ground collision data for the wheel. |
GetWorldPose | Gets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees). |
attachedRigidbody | The rigidbody the collider is attached to. |
bounds | The world space bounding volume of the collider (Read Only). |
contactOffset | Contact offset value of this collider. |
enabled | Enabled Colliders will collide with other Colliders, disabled Colliders won't. |
isTrigger | Is the collider a trigger? |
material | The material used by the collider. |
sharedMaterial | The shared physic material of this collider. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
ClosestPoint | Returns a point on the collider that is closest to a given location. |
ClosestPointOnBounds | The closest point to the bounding box of the attached collider. |
Raycast | Casts a Ray that ignores all Colliders except this one. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnTriggerEnter | When a GameObject collides with another GameObject, Unity calls OnTriggerEnter. |
OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
OnTriggerStay | OnTriggerStay is called almost all the frames for every Collider other that is touching the trigger. The function is on the physics timer so it won't necessarily run every frame. |