pub struct WheelCollider {Show 15 fields
pub m_Center: Vector3f,
pub m_ForwardFriction: WheelFrictionCurve,
pub m_GameObject: PPtr,
pub m_Mass: f32,
pub m_Radius: f32,
pub m_SidewaysFriction: WheelFrictionCurve,
pub m_SuspensionDistance: f32,
pub m_SuspensionSpring: JointSpring,
pub m_Enabled: Option<bool>,
pub m_ExcludeLayers: Option<BitField>,
pub m_ForceAppPointDistance: Option<f32>,
pub m_IncludeLayers: Option<BitField>,
pub m_LayerOverridePriority: Option<i32>,
pub m_ProvidesContacts: Option<bool>,
pub m_WheelDampingRate: Option<f32>,
}
Expand description
WheelCollider is a class of the Unity engine since version 3.4.0. Exert from Unity’s scripting documentation: 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.
Fields§
§m_Center: Vector3f
The center of the wheel, measured in the object’s local space.
m_ForwardFriction: WheelFrictionCurve
Properties of tire friction in the direction the wheel is pointing in.
m_GameObject: PPtr
The game object this component is attached to. A component is always attached to a game object.
PPtr<GameObject
>: (3.4.0 - 2022.3.2f1)
m_Mass: f32
The mass of the wheel, expressed in kilograms. Must be larger than zero. Typical values would be in range (20,80).
m_Radius: f32
The radius of the wheel, measured in local space.
m_SidewaysFriction: WheelFrictionCurve
Properties of tire friction in the sideways direction.
m_SuspensionDistance: f32
Maximum extension distance of wheel suspension, measured in local space.
m_SuspensionSpring: JointSpring
The parameters of wheel’s suspension. The suspension attempts to reach a target position by applying a linear force and a damping force.
m_Enabled: Option<bool>
Enabled Colliders will collide with other Colliders, disabled Colliders won’t. bool: (3.5.0 - 2022.3.2f1)
m_ExcludeLayers: Option<BitField>
The additional layers that this Collider should exclude when deciding if the Collider can contact another Collider. BitField: (2022.2.0b1 - 2022.3.2f1)
m_ForceAppPointDistance: Option<f32>
Application point of the suspension and tire forces measured from the base of the resting wheel. f32: (5.0.0f4 - 2022.3.2f1)
m_IncludeLayers: Option<BitField>
The additional layers that this Collider should include when deciding if the Collider can contact another Collider. BitField: (2022.2.0b1 - 2022.3.2f1)
m_LayerOverridePriority: Option<i32>
A decision priority assigned to this Collider used when there is a conflicting decision on whether a Collider can contact another Collider. i32: (2022.2.0b1 - 2022.3.2f1)
m_ProvidesContacts: Option<bool>
Whether or not this Collider generates contacts for Physics.ContactEvent. bool: (2022.2.0b1 - 2022.3.2f1)
m_WheelDampingRate: Option<f32>
The damping rate of the wheel. Must be larger than zero. f32: (5.0.0f4 - 2022.3.2f1)