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WheelFrictionCurve.stiffness

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public var stiffness: float;
public float stiffness;

Description

Multiplier for the extremumValue and asymptoteValue values (default 1).

Changes the stiffness of the friction. Setting this to zero will completely disable all friction from the wheel.

Usually you modify stiffness to simulate various ground materials (e.g. lower the stiffness when driving on grass). See Also: WheelCollider.GetGroundHit.

#pragma strict
public var wheel: WheelCollider;
function Start() {
	wheel = GetComponent.<WheelCollider>();
}
// static friction of the ground material.
function FixedUpdate() {
	var hit: WheelHit;
	if (wheel.GetGroundHit(hit)) {
		var fFriction: WheelFrictionCurve = wheel.forwardFriction;
		fFriction.stiffness = hit.collider.material.staticFriction;
		wheel.forwardFriction = fFriction;
		var sFriction: WheelFrictionCurve = wheel.sidewaysFriction;
		sFriction.stiffness = hit.collider.material.staticFriction;
		wheel.sidewaysFriction = sFriction;
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public WheelCollider wheel;

void Start() { wheel = GetComponent<WheelCollider>(); }

// When attached to the WheelCollider, modifies tire friction based on // static friction of the ground material. void FixedUpdate() { WheelHit hit; if (wheel.GetGroundHit(out hit)) { WheelFrictionCurve fFriction = wheel.forwardFriction; fFriction.stiffness = hit.collider.material.staticFriction; wheel.forwardFriction = fFriction; WheelFrictionCurve sFriction = wheel.sidewaysFriction; sFriction.stiffness = hit.collider.material.staticFriction; wheel.sidewaysFriction = sFriction; } } }

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