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. |
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 | El material usado por el 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 | El tag de este game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | El nombre del objeto. |
ClosestPointOnBounds | The closest point to the bounding box of the attached collider. |
Raycast | Casts a Ray that ignores all Colliders except this one. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
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 | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Devuelve el nombre del objeto. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Devuelve el nombre del objeto. |
bool | ¿Existe el objeto? |
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 se llama cuando el Collider o Rigidbody entra en contacto con otro Collider o Rigidbody. |
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 | 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. |