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.
center |
The center of the wheel, measured in the object's local space. |
radius |
The radius of the wheel, measured in local space. |
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 |
mass |
The mass of the wheel. Must be larger than zero. |
forwardFriction |
Properties of tire friction in the direction the wheel is pointing in. |
sidewaysFriction |
Properties of tire friction in the sideways direction. |
motorTorque |
Motor torque on the wheel axle. Positive or negative depending on direction. |
brakeTorque |
Brake torque. Must be positive. |
steerAngle |
Steering angle in degrees, always around the local y-axis. |
isGrounded |
Indicates whether the wheel currently collides with something (Read Only). |
rpm |
Current wheel axle rotation speed, in rotations per minute (Read Only). |
GetGroundHit |
Gets ground collision data for the wheel. |
enabled |
Enabled Colliders will collide with other colliders, disabled Colliders won't. |
attachedRigidbody |
The rigidbody the collider is attached to. |
isTrigger |
Is the collider a trigger? |
material |
The material used by the collider. |
sharedMaterial |
The shared physic material of this collider. |
bounds |
The world space bounding volume of the collider. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
animation |
The Animation attached to this GameObject (null if there is none attached). |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
collider |
The Collider attached to this GameObject (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
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. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
ClosestPointOnBounds |
The closest point to the bounding box of the attached collider. |
Raycast |
Casts a Ray that ignores all Colliders except this one. |
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. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponents |
Returns all components of Type type in the GameObject. |
CompareTag |
Is this game object tagged tag? |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
OnTriggerEnter |
OnTriggerEnter is called when the Collider other enters the trigger. |
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. |
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. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |