Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

WheelCollider

class in UnityEngine

/

Inherits from: Collider

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

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 expressed in Newton metres.
centerThe center of the wheel, measured in the object's local space.
forceAppPointDistanceApplication point of the suspension and tire forces measured from the base of the resting wheel.
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, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).
motorTorqueMotor torque on the wheel axle expressed in Newton metres. 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.
sprungMassThe mass supported by this WheelCollider.
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 by applying a linear force and a damping force.
wheelDampingRateThe damping rate of the wheel. Must be larger than zero.

Public Functions

ConfigureVehicleSubstepsConfigure vehicle sub-stepping parameters.
GetGroundHitGets ground collision data for the wheel.
GetWorldPoseGets the world space pose of the wheel accounting for ground contact, suspension limits, steer angle, and rotation angle (angles in degrees).

Inherited members

Variables

attachedRigidbodyThe rigidbody the collider is attached to.
boundsThe world space bounding volume of the collider.
contactOffsetContact offset value of this 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.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
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.

Public 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.
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.
InstantiateReturns a copy of the object original.

Operators

boolDoes 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.

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.