Legacy Documentation: Version 4.5.0

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WheelCollider

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Namespace: UnityEngine

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Inherits from: Collider

Description

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.

Variables

brakeTorqueBrake torque. Must be positive.
centerThe center of the wheel, measured in the object's local space.
forwardFrictionProperties of tire friction in the direction the wheel is pointing in.
isGroundedIndicates whether the wheel currently collides with something (Read Only).
massThe mass of the wheel. Must be larger than zero.
motorTorqueMotor torque on the wheel axle. Positive or negative depending on direction.
radiusThe radius of the wheel, measured in local space.
rpmCurrent wheel axle rotation speed, in rotations per minute (Read Only).
sidewaysFrictionProperties of tire friction in the sideways direction.
steerAngleSteering angle in degrees, always around the local y-axis.
suspensionDistanceMaximum extension distance of wheel suspension, measured in local space.
suspensionSpringThe parameters of wheel's suspension. The suspension attempts to reach a target position.

Functions

GetGroundHitGets ground collision data for the wheel.

Inherited members

Variables

attachedRigidbodyThe rigidbody the collider is attached to.
boundsThe world space bounding volume of the collider.
enabledEnabled Colliders will collide with other colliders, disabled Colliders won't.
isTriggerIs the collider a trigger?
materialThe material used by the collider.
sharedMaterialThe shared physic material of this collider.
animationThe Animation attached to this GameObject (null if there is none attached).
audioThe AudioSource attached to this GameObject (null if there is none attached).
cameraThe Camera attached to this GameObject (null if there is none attached).
colliderThe Collider attached to this GameObject (null if there is none attached).
collider2DThe Collider2D component attached to the object.
constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
gameObjectThe game object this component is attached to. A component is always attached to a game object.
guiTextThe GUIText attached to this GameObject (null if there is none attached).
guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
lightThe Light attached to this GameObject (null if there is none attached).
networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystemThe ParticleSystem attached to this GameObject (null if there is none attached).
rendererThe Renderer attached to this GameObject (null if there is none attached).
rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2DThe Rigidbody2D that is attached to the Component's GameObject.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

ClosestPointOnBoundsThe closest point to the bounding box of the attached collider.
RaycastCasts a Ray that ignores all Colliders except this one.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with /tag/?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.

Messages

OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerStayOnTriggerStay is called almost all the frames for every Collider other that is touching the trigger.