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Reference

This document is a doxygen-generated class reference for the WheelController3D namespace. It includes documentation for 11 classes related to simulating vehicle wheels and suspension. The classes cover components like dampers, springs, friction models and presets, as well as classes for individual wheels, the main wheel controller and testing/editing scripts.

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Slow Pork FF
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© © All Rights Reserved
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Available Formats
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0% found this document useful (0 votes)
63 views35 pages

Reference

This document is a doxygen-generated class reference for the WheelController3D namespace. It includes documentation for 11 classes related to simulating vehicle wheels and suspension. The classes cover components like dampers, springs, friction models and presets, as well as classes for individual wheels, the main wheel controller and testing/editing scripts.

Uploaded by

Slow Pork FF
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

WheelController3D

4.0

Generated by Doxygen 1.8.17


1

1 Namespace Index 2
1.1 Packages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

2 Hierarchical Index 2
2.1 Class Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

3 Class Index 2
3.1 Class List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

4 Namespace Documentation 3
4.1 NWH Namespace Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
4.2 NWH.WheelController3D Namespace Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

5 Class Documentation 4
5.1 NWH.WheelController3D.APITest Class Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
5.1.1 Detailed Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
5.2 NWH.WheelController3D.Damper Class Reference . . . . . . . . . . . . . . . . . . . . . . . . . . 4
5.2.1 Detailed Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5.2.2 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5.3 NWH.WheelController3D.Friction Class Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5.3.1 Detailed Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
5.3.2 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
5.4 NWH.WheelController3D.FrictionPreset Class Reference . . . . . . . . . . . . . . . . . . . . . . . 7
5.4.1 Member Function Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
5.4.2 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
5.5 NWH.WheelController3D.FrictionPresetCollection Class Reference . . . . . . . . . . . . . . . . . . 8
5.6 NWH.WheelController3D.FrictionPresetEditor Class Reference . . . . . . . . . . . . . . . . . . . . 8
5.7 NWH.WheelController3D.Spring Class Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
5.7.1 Detailed Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
5.7.2 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
5.8 NWH.WheelController3D.Wheel Class Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5.8.1 Detailed Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
5.8.2 Member Function Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
5.8.3 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
5.9 NWH.WheelController3D.WheelController Class Reference . . . . . . . . . . . . . . . . . . . . . . 16
5.9.1 Member Enumeration Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5.9.2 Member Function Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
5.9.3 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.9.4 Property Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
5.10 NWH.WheelController3D.WheelControllerEditor Class Reference . . . . . . . . . . . . . . . . . . 29
5.11 NWH.WheelController3D.WheelHit Class Reference . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.11.1 Member Data Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.11.2 Property Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Generated by Doxygen
2

Index 31

1 Namespace Index

1.1 Packages

Here are the packages with brief descriptions (if available):

NWH 3

NWH.WheelController3D 3

2 Hierarchical Index

2.1 Class Hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:

NWH.WheelController3D.Damper 4

NWH.WheelController3D.Friction 5
MonoBehaviour

NWH.WheelController3D.APITest 4

NWH.WheelController3D.WheelController 16
NUIEditor

NWH.WheelController3D.FrictionPresetEditor 8

NWH.WheelController3D.WheelControllerEditor 29
ScriptableObject

NWH.WheelController3D.FrictionPreset 7

NWH.WheelController3D.FrictionPresetCollection 8

NWH.WheelController3D.Spring 8

NWH.WheelController3D.Wheel 11

NWH.WheelController3D.WheelHit 29

3 Class Index

3.1 Class List

Here are the classes, structs, unions and interfaces with brief descriptions:

Generated by Doxygen
4 Namespace Documentation 3

NWH.WheelController3D.APITest
Class for testing API compatibility with Unity's wheel collider 4

NWH.WheelController3D.Damper
Suspension part 4

NWH.WheelController3D.Friction
All info related to longitudinal force calculation 5

NWH.WheelController3D.FrictionPreset 7

NWH.WheelController3D.FrictionPresetCollection 8

NWH.WheelController3D.FrictionPresetEditor 8

NWH.WheelController3D.Spring
Suspension part 8

NWH.WheelController3D.Wheel
Contains everything wheel related, including rim and tire 11

NWH.WheelController3D.WheelController 16

NWH.WheelController3D.WheelControllerEditor 29

NWH.WheelController3D.WheelHit 29

4 Namespace Documentation

4.1 NWH Namespace Reference

4.2 NWH.WheelController3D Namespace Reference

Classes

• class APITest
Class for testing API compatibility with Unity's wheel collider.
• class Damper
Suspension part.
• class Friction
All info related to longitudinal force calculation.
• class FrictionPreset
• class FrictionPresetCollection
• class FrictionPresetEditor
• class Spring
Suspension part.
• class Wheel
Contains everything wheel related, including rim and tire.
• class WheelController
• class WheelControllerEditor
• class WheelHit

Generated by Doxygen
4

5 Class Documentation

5.1 NWH.WheelController3D.APITest Class Reference

Class for testing API compatibility with Unity's wheel collider.

Inherits MonoBehaviour.

Public Attributes

• float brakeTorque
• Vector3 center
• Friction forwardFriction
• WheelHit hit
• bool isGrounded
• float mass
• float motorTorque
• Vector3 position
• float radius
• Quaternion rotation
• float rpm
• Friction sidewaysFriction
• float steerAngle
• float suspensionDistance
• WheelController wheel

5.1.1 Detailed Description

Class for testing API compatibility with Unity's wheel collider.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Test/APITest.cs

5.2 NWH.WheelController3D.Damper Class Reference

Suspension part.

Public Attributes

• float bumpForce = 3000.0f


Bump force of the damper.
• AnimationCurve curve
Curve where X axis represents speed of travel of the suspension and Y axis represents resultant force. Both values
are normalized to [0,1].
• float force
Current damper force.
• float reboundForce = 3500.0f
Rebound force of the damper.

Generated by Doxygen
5.3 NWH.WheelController3D.Friction Class Reference 5

Static Public Attributes

• const float maxVelocity = 100f

5.2.1 Detailed Description

Suspension part.

5.2.2 Member Data Documentation

5.2.2.1 bumpForce float NWH.WheelController3D.Damper.bumpForce = 3000.0f

Bump force of the damper.

5.2.2.2 curve AnimationCurve NWH.WheelController3D.Damper.curve

Curve where X axis represents speed of travel of the suspension and Y axis represents resultant force. Both values
are normalized to [0,1].

5.2.2.3 force float NWH.WheelController3D.Damper.force

Current damper force.

5.2.2.4 reboundForce float NWH.WheelController3D.Damper.reboundForce = 3500.0f

Rebound force of the damper.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Damper.cs

5.3 NWH.WheelController3D.Friction Class Reference

All info related to longitudinal force calculation.

Generated by Doxygen
6

Public Attributes

• float derivative
• float error
• float force
Current force in friction direction.
• float forceCoefficient = 1f
Modifies force value.
• float integral
• float Kd = 0.05f
• float Ki = 0.4f
• float Kp = 0.1f
• float prevError
• float slip
Current slip in friction direction.
• float slipCoefficient = 1
Modifies slip value.
• float speed
Speed at the point of contact with the surface.

5.3.1 Detailed Description

All info related to longitudinal force calculation.

5.3.2 Member Data Documentation

5.3.2.1 force float NWH.WheelController3D.Friction.force

Current force in friction direction.

5.3.2.2 forceCoefficient float NWH.WheelController3D.Friction.forceCoefficient = 1f

Modifies force value.

5.3.2.3 slip float NWH.WheelController3D.Friction.slip

Current slip in friction direction.

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5.4 NWH.WheelController3D.FrictionPreset Class Reference 7

5.3.2.4 slipCoefficient float NWH.WheelController3D.Friction.slipCoefficient = 1

Modifies slip value.

5.3.2.5 speed float NWH.WheelController3D.Friction.speed

Speed at the point of contact with the surface.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Friction.cs

5.4 NWH.WheelController3D.FrictionPreset Class Reference

Inherits ScriptableObject.

Public Member Functions

• void GenerateLUT (ref float[ ] LUT, int resolution=LUT_RESOLUTION)


• void UpdateFrictionCurve ()
Generate Curve from B,C,D and E parameters of Pacejka's simplified magic formula

Public Attributes

• Vector4 BCDE
B, C, D and E parameters of short version of Pacejka's magic formula.
• float[ ] LUT

Static Public Attributes

• const int LUT_RESOLUTION = 50

Properties

• AnimationCurve Curve [get]

5.4.1 Member Function Documentation

5.4.1.1 UpdateFrictionCurve() void NWH.WheelController3D.FrictionPreset.UpdateFrictionCurve ( )

Generate Curve from B,C,D and E parameters of Pacejka's simplified magic formula

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5.4.2 Member Data Documentation

5.4.2.1 BCDE Vector4 NWH.WheelController3D.FrictionPreset.BCDE

B, C, D and E parameters of short version of Pacejka's magic formula.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/FrictionPreset.cs

5.5 NWH.WheelController3D.FrictionPresetCollection Class Reference

Inherits ScriptableObject.

Public Attributes

• List< FrictionPreset > frictionPresets = new List< FrictionPreset>()

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/FrictionPresetCollection.cs

5.6 NWH.WheelController3D.FrictionPresetEditor Class Reference

Inherits NUIEditor.

Public Member Functions

• override bool OnInspectorNUI ()

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Editor/FrictionPresetEditor.cs

5.7 NWH.WheelController3D.Spring Class Reference

Suspension part.

Generated by Doxygen
5.7 NWH.WheelController3D.Spring Class Reference 9

Public Attributes

• bool bottomedOut
Is the suspension currently bottomed out? True when spring.length <= 0.
• float bottomOutForceCoefficient = 1f
Coefficient modifying the force of suspension hitting bump stop (fully compressing). Too low values will result with
wheel passing through ground as the reaction force will be too low, and too high values will result in vehicle overre-
acting and bouncing up after bottoming out. Bottoming out usually happens due to:
• float compressionPercent
How much is spring currently compressed. 0 means fully relaxed and 1 fully compressed.
• float force
Current force the spring is exerting in [N].
• AnimationCurve forceCurve
Force curve where X axis represents spring travel [0,1] and Y axis represents force coefficient [0, 1]. Force coefficient
is multiplied by maxForce to get the final spring force.
• float length
Current length of the spring.
• float maxForce = 18000.0f
Maximum force spring can exert.
• float maxLength = 0.35f
Length of fully relaxed spring.
• bool overExtended
Is the spring over extended. Opposite of bottomed out.
• float prevLength
• Vector3 targetPoint
• float velocity
Rate of change of the length of the spring in [m/s].

5.7.1 Detailed Description

Suspension part.

5.7.2 Member Data Documentation

5.7.2.1 bottomedOut bool NWH.WheelController3D.Spring.bottomedOut

Is the suspension currently bottomed out? True when spring.length <= 0.

5.7.2.2 bottomOutForceCoefficient float NWH.WheelController3D.Spring.bottomOutForceCoefficient


= 1f

Coefficient modifying the force of suspension hitting bump stop (fully compressing). Too low values will result
with wheel passing through ground as the reaction force will be too low, and too high values will result in vehicle
overreacting and bouncing up after bottoming out. Bottoming out usually happens due to:

• Too weak springs

• Falling from large height

• Too large Time.fixedDeltaTime combined with short suspension travel

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5.7.2.3 compressionPercent float NWH.WheelController3D.Spring.compressionPercent

How much is spring currently compressed. 0 means fully relaxed and 1 fully compressed.

5.7.2.4 force float NWH.WheelController3D.Spring.force

Current force the spring is exerting in [N].

5.7.2.5 forceCurve AnimationCurve NWH.WheelController3D.Spring.forceCurve

Force curve where X axis represents spring travel [0,1] and Y axis represents force coefficient [0, 1]. Force coeffi-
cient is multiplied by maxForce to get the final spring force.

5.7.2.6 length float NWH.WheelController3D.Spring.length

Current length of the spring.

5.7.2.7 maxForce float NWH.WheelController3D.Spring.maxForce = 18000.0f

Maximum force spring can exert.

5.7.2.8 maxLength float NWH.WheelController3D.Spring.maxLength = 0.35f

Length of fully relaxed spring.

5.7.2.9 overExtended bool NWH.WheelController3D.Spring.overExtended

Is the spring over extended. Opposite of bottomed out.

5.7.2.10 velocity float NWH.WheelController3D.Spring.velocity

Rate of change of the length of the spring in [m/s].

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Spring.cs

Generated by Doxygen
5.8 NWH.WheelController3D.Wheel Class Reference 11

5.8 NWH.WheelController3D.Wheel Class Reference

Contains everything wheel related, including rim and tire.

Public Member Functions

• void Initialize ( WheelController wc)


Calculation of static parameters and creation of rim collider.

Public Attributes

• float angularVelocity
Current angular velocity of the wheel in rad/s.
• float brakeTorque
Brake torque applied to the wheel in Nm.
• float camberAngle
Current camber angle.
• float camberAtBottom
Camber angle at the bottom of suspension travel (fully extended).
• float camberAtTop
Camber angle at the top of suspension travel (fully compressed).
• Vector3 forward
Forward vector of the wheel in world coordinates.
• float inertia
Inertia of the wheel.
• Vector3 inside
Vector in world coordinates pointing towards the inside of the wheel.
• float load
Tire load in Nm.
• float mass = 15.0f
Mass of the wheel. Inertia is calculated from this.
• float motorTorque
Motor torque applied to the wheel. Since NWH ( p. 3) Vehicle Physics 2 the value is readonly and setting it will have
no effect since torque calculation is done inside powertrain solver.
• Vector3 nonRotatingPositionOffset
Position offset of the non-rotating part.
• GameObject nonRotatingVisual
Object representing non-rotating part of the wheel. This could be things such as brake calipers, external fenders, etc.
• float radius = 0.35f
Total radius of the tire in [m].
• Vector3 right
Vector in world coordinates pointing to the right of the wheel.
• GameObject rimColliderGO
GameObject containing the rim MeshCollider. This is used to prevent objects from penetrating into the wheel from
sides or top, where the ground detection does not work.
• float rimOffset
Offset of the rim from the center of steering rotation.
• float rotationAngle
Current rotation angle of the wheel visual in regards to it's X axis vector.
• float RPM

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Current wheel RPM.


• float steerAngle
Current steer angle of the wheel.
• Vector3 up
Wheel ( p. 11)'s up vector in world coordinates.
• GameObject visual
GameObject representing the visual aspect of the wheel / wheel mesh. Should not have any physics colliders attached
to it.
• Vector3 visualPositionOffset = Vector3.zero
In cases where wheel visual's model might have wrong pivot point this field can be used to center the wheel or move it
in/out. It is always preferable to fix the model in modelling software or by parenting it to another, empty, transform and
resetting the pivot that way. https://docs.unity3d.com/Manual/HOWTO-FixZAxisIsUp.html
• Vector3 visualRotationOffset = Vector3.zero
Use if wheel visual's model has wrong rotation or if you want to make the wheel appear to wobble (adjust Z axis to get
the wobble). It is always preferable to fix the model in modelling software or by parenting it to another, empty, transform
and resetting the pivot that way. https://docs.unity3d.com/Manual/HOWTO-FixZAxisIsUp.←-
html
• float width = 0.25f
Width of the tyre.
• Vector3 worldPosition
Position of the wheel in world coordinates.
• Quaternion worldRotation
Rotation of the wheel in world coordinates.

5.8.1 Detailed Description

Contains everything wheel related, including rim and tire.

5.8.2 Member Function Documentation

5.8.2.1 Initialize() void NWH.WheelController3D.Wheel.Initialize (


WheelController wc )

Calculation of static parameters and creation of rim collider.

5.8.3 Member Data Documentation

5.8.3.1 angularVelocity float NWH.WheelController3D.Wheel.angularVelocity

Current angular velocity of the wheel in rad/s.

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5.8 NWH.WheelController3D.Wheel Class Reference 13

5.8.3.2 brakeTorque float NWH.WheelController3D.Wheel.brakeTorque

Brake torque applied to the wheel in Nm.

5.8.3.3 camberAngle float NWH.WheelController3D.Wheel.camberAngle

Current camber angle.

5.8.3.4 camberAtBottom float NWH.WheelController3D.Wheel.camberAtBottom

Camber angle at the bottom of suspension travel (fully extended).

5.8.3.5 camberAtTop float NWH.WheelController3D.Wheel.camberAtTop

Camber angle at the top of suspension travel (fully compressed).

5.8.3.6 forward Vector3 NWH.WheelController3D.Wheel.forward

Forward vector of the wheel in world coordinates.

5.8.3.7 inertia float NWH.WheelController3D.Wheel.inertia

Inertia of the wheel.

5.8.3.8 inside Vector3 NWH.WheelController3D.Wheel.inside

Vector in world coordinates pointing towards the inside of the wheel.

5.8.3.9 load float NWH.WheelController3D.Wheel.load

Tire load in Nm.

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5.8.3.10 mass float NWH.WheelController3D.Wheel.mass = 15.0f

Mass of the wheel. Inertia is calculated from this.

5.8.3.11 motorTorque float NWH.WheelController3D.Wheel.motorTorque

Motor torque applied to the wheel. Since NWH (p. 3) Vehicle Physics 2 the value is readonly and setting it will have
no effect since torque calculation is done inside powertrain solver.

5.8.3.12 nonRotatingPositionOffset Vector3 NWH.WheelController3D.Wheel.nonRotatingPosition←-


Offset

Position offset of the non-rotating part.

5.8.3.13 nonRotatingVisual GameObject NWH.WheelController3D.Wheel.nonRotatingVisual

Object representing non-rotating part of the wheel. This could be things such as brake calipers, external fenders,
etc.

5.8.3.14 radius float NWH.WheelController3D.Wheel.radius = 0.35f

Total radius of the tire in [m].

5.8.3.15 right Vector3 NWH.WheelController3D.Wheel.right

Vector in world coordinates pointing to the right of the wheel.

5.8.3.16 rimColliderGO GameObject NWH.WheelController3D.Wheel.rimColliderGO

GameObject containing the rim MeshCollider. This is used to prevent objects from penetrating into the wheel from
sides or top, where the ground detection does not work.

5.8.3.17 rimOffset float NWH.WheelController3D.Wheel.rimOffset

Offset of the rim from the center of steering rotation.

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5.8 NWH.WheelController3D.Wheel Class Reference 15

5.8.3.18 rotationAngle float NWH.WheelController3D.Wheel.rotationAngle

Current rotation angle of the wheel visual in regards to it's X axis vector.

5.8.3.19 RPM float NWH.WheelController3D.Wheel.RPM

Current wheel RPM.

5.8.3.20 steerAngle float NWH.WheelController3D.Wheel.steerAngle

Current steer angle of the wheel.

5.8.3.21 up Vector3 NWH.WheelController3D.Wheel.up

Wheel (p. 11)'s up vector in world coordinates.

5.8.3.22 visual GameObject NWH.WheelController3D.Wheel.visual

GameObject representing the visual aspect of the wheel / wheel mesh. Should not have any physics colliders
attached to it.

5.8.3.23 visualPositionOffset Vector3 NWH.WheelController3D.Wheel.visualPositionOffset = Vector3.←-


zero

In cases where wheel visual's model might have wrong pivot point this field can be used to center the wheel or move
it in/out. It is always preferable to fix the model in modelling software or by parenting it to another, empty, transform
and resetting the pivot that way. https://docs.unity3d.com/Manual/HOWTO-FixZAxisIsUp.←-
html

5.8.3.24 visualRotationOffset Vector3 NWH.WheelController3D.Wheel.visualRotationOffset = Vector3.←-


zero

Use if wheel visual's model has wrong rotation or if you want to make the wheel appear to wobble (adjust Z axis
to get the wobble). It is always preferable to fix the model in modelling software or by parenting it to another,
empty, transform and resetting the pivot that way. https://docs.unity3d.com/Manual/HOWTO-←-
FixZAxisIsUp.html

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5.8.3.25 width float NWH.WheelController3D.Wheel.width = 0.25f

Width of the tyre.

5.8.3.26 worldPosition Vector3 NWH.WheelController3D.Wheel.worldPosition

Position of the wheel in world coordinates.

5.8.3.27 worldRotation Quaternion NWH.WheelController3D.Wheel.worldRotation

Rotation of the wheel in world coordinates.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Wheel.cs

5.9 NWH.WheelController3D.WheelController Class Reference

Inherits MonoBehaviour.

Public Types

• enum Side { Left = -1, Right = 1, Center = 0, Auto = 2 }


Side of the vehicle.

Public Member Functions

• bool GetGroundHit (out WheelHit hit)


Returns Raycast info of the wheel's hit. Always check if the function returns true before using hit info as data will only
be updated when wheel is hitting the ground (isGrounded == True).
• void GetWorldPose (out Vector3 pos, out Quaternion quat)
Returns the position and rotation of the wheel.
• void SetCamber (float camberAtTop, float camberAtBottom)
Sets linear camber betwen the two values.
• void SetCamber (float camber)
Sets fixed camber.
• void Initialize ()
• void InitializeScanParams ()
Sets up coordinates, arrays and other fields for ground detection. Needs to be called each time a dimension of the
wheel or ground detection resolution changes.
• void SetDefaults (bool reset=false, bool findWheelVisuals=true)
Sets default values if they have not already been set. Gets called each time Reset() is called in editor - such as adding
the script to a GameObject.
• void Step ()
Runs one physics update of the wheel.
• Side DetermineSide (Vector3 pointPosition, Transform referenceTransform)
Determines on what side of the vehicle a point is.

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5.9 NWH.WheelController3D.WheelController Class Reference 17

Static Public Member Functions

• static bool IsInLayerMask (int layer, LayerMask layermask)


Determines if layer is in layermask.

Public Attributes

• Wheel wheel
Instance of the wheel.
• Spring spring
Instance of the spring.
• Damper damper
Instance of the damper.
• LayerMask layerMask = Physics.IgnoreRaycastLayer
• bool debug
If set to true draws detailed debug info.
• bool useExternalUpdate
When true Step() ( p. 21) will not be called each FixedUpdate(). Used when execution order is important and/or the
other script is waiting on the result of Step() ( p. 21).
• GameObject parent
Root object of the vehicle.
• Rigidbody parentRigidbody
Rigidbody to which the forces will be applied.
• bool useRimCollider = true
If enabled mesh collider mimicking the shape of rim and wheel will be positioned so that wheel can not pass through
objects in case raycast does not detect the surface in time.
• bool autoSetupLayerMask = true
• Side vehicleSide = Side.Auto
Side the wheel is on.
• FrictionPreset activeFrictionPreset
Current active friction preset.
• WheelHit wheelHit = new WheelHit()
Contains point in which wheel touches ground. Not valid if !isGrounded.
• bool singleRay
When enabled only a single raycast is used to detect ground. Very fast and should be used when performance is
critical.
• AnimationCurve loadGripCurve = new AnimationCurve()
Curve where X axis represents tire load as a percentage [0,1] of maximumTireLoad and Y axis represents tire grip
force as a percentage [0,1] of maximumTireGripForce. Drastically influences handling.
• float maximumTireLoad = 8000f
Tire load at which the grip force reaches it's maximum.
• float maximumTireGripForce = 8000f
Maximum total force a tire can exert on surface, no matter the load.
• bool applyForceToOthers
Should forces be applied to other rigidbodies when wheel is in contact with them?
• Transform cachedTransform
Cached value of this.transform.
• Transform cachedVisualTransform
Cached value of visual's transform.

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Properties

• float angularVelocity [get, set]


Returns angular velocity of the wheel in radians. Multiply by wheel radius to get linear speed.
• float brakeTorque [get, set]
Brake torque on the wheel axle. [Nm] Must be positive (zero included).
• float camber [get]
Camber angle of the wheel. [deg] Negative angle means that the top of the wheel in closer to the vehicle than the
bottom.
• Vector3 center [get]
The center of the wheel, measured in the world space.
• float damperBumpForce [get, set]
Bump force at 1 m/s spring velocity
• AnimationCurve DamperCurve [get, set]
Damper ( p. 4) force curve in relation to spring velocity.
• float damperForce [get]
Current damper force.
• float damperReboundForce [get, set]
Rebounding force at 1 m/s spring velocity
• Friction forwardFriction [get, set]
Returns _Friction object with longitudinal values.
• int ForwardScanResolution [get, set]
Ground scan resolution in forward direction.
• bool isGrounded [get]
Is the tractive surface touching the ground? Returns false if vehicle tipped over / tire sidewall is in contact.
• LayerMask LayerMask [get, set]
Only layers with value of 1 (ticked) will get detected by the wheel.
• float mass [get, set]
Mass of the wheel. [kg] Typical values would be in range [20, 200]
• float motorTorque [get, set]
Motor torque on the wheel axle. [Nm] Can be positive or negative based on direction.
• GameObject NonRotatingVisual [get, set]
Object that follows the wheel position in everything but rotation around the axle. Can be used for brake calipers,
external fenders, etc.
• GameObject Parent [get, set]
Returns wheel's parent object.
• Vector3 pointVelocity [get]
Returns velocity at the wheel's center position in [m/s].
• float radius [get, set]
Radius (height) of the tire. [meters]
• float rimOffset [get, set]
Side offset of the rim. Positive value will result if wheel further from the vehicle. [meters]
• float rpm [get]
Rotations per minute of the wheel around the axle. [RPM]
• float suspensionDistance [get, set]
Maximum extension distance of wheel suspension, measured in local space. Same as spring.maxLength
• Friction sideFriction [get, set]
Returns _Friction object with lateral values.
• int SideToSideScanResolution [get, set]
Number of scan planes parallel to the wheel.
• float speed [get]

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5.9 NWH.WheelController3D.WheelController Class Reference 19

Returns vehicle speed in meters per second [m/s], multiply by 3.6 for [kph] or by 2.24 for [mph].
• bool springBottomedOut [get]
True when spring is fully compressed, i.e. there is no more spring travel.
• float springCompression [get]
Returns value in range [0,1] where 1 means spring is fully compressed.
• AnimationCurve springCurve [get, set]
Spring ( p. 8) force curve in relation to spring length.
• float springLength [get, set]
Length of the spring when fully extended.
• float springMaximumForce [get, set]
Maximum spring force. [N]
• bool springOverExtended [get]
True when spring is fully extended.
• float springTravel [get]
Current length (travel) of spring.
• Vector3 springTravelPoint [get]
Point in which spring and swingarm are in contact.
• float springVelocity [get]
Spring ( p. 8) velocity in relation to local vertical axis. [m/s] Positive on rebound (extension), negative on bump
(compression).
• float steerAngle [get, set]
Steer angle around the wheel's up axis (with add-ons ignored). [deg]
• float suspensionForce [get, set]
Current spring force. [N] Can be written to for use in Anti-roll Bar script or similar.
• Side VehicleSide [get, set]
Returns Enum [Side] with the corresponding side of the vehicle a wheel is at [Left, Right]
• GameObject Visual [get, set]
Returns object that represents wheel's visual representation. Can be null in case the object is not assigned (not
mandatory).
• float width [get, set]
Width of the wheel. [meters]
• Vector3 worldCenter [get]
The center of the wheel, measured in the world space.

5.9.1 Member Enumeration Documentation

5.9.1.1 Side enum NWH.WheelController3D.WheelController.Side [strong]

Side of the vehicle.

5.9.2 Member Function Documentation

5.9.2.1 DetermineSide() Side NWH.WheelController3D.WheelController.DetermineSide (


Vector3 pointPosition,
Transform referenceTransform )

Determines on what side of the vehicle a point is.

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Parameters

pointPosition Position of the point in question.


referenceTransform Position of the reference transform.

Returns

Enum Side [Left,Right] (int)[-1,1]

5.9.2.2 GetGroundHit() bool NWH.WheelController3D.WheelController.GetGroundHit (


out WheelHit hit )

Returns Raycast info of the wheel's hit. Always check if the function returns true before using hit info as data will
only be updated when wheel is hitting the ground (isGrounded == True).

Parameters

h Standard Unity RaycastHit

Returns

5.9.2.3 GetWorldPose() void NWH.WheelController3D.WheelController.GetWorldPose (


out Vector3 pos,
out Quaternion quat )

Returns the position and rotation of the wheel.

5.9.2.4 InitializeScanParams() void NWH.WheelController3D.WheelController.InitializeScanParams (


)

Sets up coordinates, arrays and other fields for ground detection. Needs to be called each time a dimension of the
wheel or ground detection resolution changes.

5.9.2.5 IsInLayerMask() static bool NWH.WheelController3D.WheelController.IsInLayerMask (


int layer,
LayerMask layermask ) [static]

Determines if layer is in layermask.

5.9.2.6 SetCamber() [1/2] void NWH.WheelController3D.WheelController.SetCamber (


float camber )

Sets fixed camber.

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5.9 NWH.WheelController3D.WheelController Class Reference 21

Parameters
camber

5.9.2.7 SetCamber() [2/2] void NWH.WheelController3D.WheelController.SetCamber (


float camberAtTop,
float camberAtBottom )

Sets linear camber betwen the two values.

Parameters
camberAtTop
camberAtBottom

5.9.2.8 SetDefaults() void NWH.WheelController3D.WheelController.SetDefaults (


bool reset = false,
bool findWheelVisuals = true )

Sets default values if they have not already been set. Gets called each time Reset() is called in editor - such as
adding the script to a GameObject.

Parameters

reset Sets default values even if they have already been set.
findWheelVisuals Should script attempt to find wheel visuals automatically by name and position?

5.9.2.9 Step() void NWH.WheelController3D.WheelController.Step ( )

Runs one physics update of the wheel.

5.9.3 Member Data Documentation

5.9.3.1 activeFrictionPreset FrictionPreset NWH.WheelController3D.WheelController.active←-


FrictionPreset

Current active friction preset.

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5.9.3.2 applyForceToOthers bool NWH.WheelController3D.WheelController.applyForceToOthers

Should forces be applied to other rigidbodies when wheel is in contact with them?

5.9.3.3 cachedTransform Transform NWH.WheelController3D.WheelController.cachedTransform

Cached value of this.transform.

5.9.3.4 cachedVisualTransform Transform NWH.WheelController3D.WheelController.cachedVisual←-


Transform

Cached value of visual's transform.

5.9.3.5 damper Damper NWH.WheelController3D.WheelController.damper

Instance of the damper.

5.9.3.6 debug bool NWH.WheelController3D.WheelController.debug

If set to true draws detailed debug info.

5.9.3.7 loadGripCurve AnimationCurve NWH.WheelController3D.WheelController.loadGripCurve = new


AnimationCurve()

Curve where X axis represents tire load as a percentage [0,1] of maximumTireLoad and Y axis represents tire grip
force as a percentage [0,1] of maximumTireGripForce. Drastically influences handling.

5.9.3.8 maximumTireGripForce float NWH.WheelController3D.WheelController.maximumTireGripForce


= 8000f

Maximum total force a tire can exert on surface, no matter the load.

5.9.3.9 maximumTireLoad float NWH.WheelController3D.WheelController.maximumTireLoad = 8000f

Tire load at which the grip force reaches it's maximum.

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5.9 NWH.WheelController3D.WheelController Class Reference 23

5.9.3.10 parent GameObject NWH.WheelController3D.WheelController.parent

Root object of the vehicle.

5.9.3.11 parentRigidbody Rigidbody NWH.WheelController3D.WheelController.parentRigidbody

Rigidbody to which the forces will be applied.

5.9.3.12 singleRay bool NWH.WheelController3D.WheelController.singleRay

When enabled only a single raycast is used to detect ground. Very fast and should be used when performance is
critical.

5.9.3.13 spring Spring NWH.WheelController3D.WheelController.spring

Instance of the spring.

5.9.3.14 useExternalUpdate bool NWH.WheelController3D.WheelController.useExternalUpdate

When true Step() (p. 21) will not be called each FixedUpdate(). Used when execution order is important and/or the
other script is waiting on the result of Step() (p. 21).

5.9.3.15 useRimCollider bool NWH.WheelController3D.WheelController.useRimCollider = true

If enabled mesh collider mimicking the shape of rim and wheel will be positioned so that wheel can not pass through
objects in case raycast does not detect the surface in time.

5.9.3.16 vehicleSide Side NWH.WheelController3D.WheelController.vehicleSide = Side.Auto

Side the wheel is on.

5.9.3.17 wheel Wheel NWH.WheelController3D.WheelController.wheel

Instance of the wheel.

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5.9.3.18 wheelHit WheelHit NWH.WheelController3D.WheelController.wheelHit = new WheelHit()

Contains point in which wheel touches ground. Not valid if !isGrounded.

5.9.4 Property Documentation

5.9.4.1 angularVelocity float NWH.WheelController3D.WheelController.angularVelocity [get],


[set]

Returns angular velocity of the wheel in radians. Multiply by wheel radius to get linear speed.

5.9.4.2 brakeTorque float NWH.WheelController3D.WheelController.brakeTorque [get], [set]

Brake torque on the wheel axle. [Nm] Must be positive (zero included).

5.9.4.3 camber float NWH.WheelController3D.WheelController.camber [get]

Camber angle of the wheel. [deg] Negative angle means that the top of the wheel in closer to the vehicle than the
bottom.

5.9.4.4 center Vector3 NWH.WheelController3D.WheelController.center [get]

The center of the wheel, measured in the world space.

5.9.4.5 damperBumpForce float NWH.WheelController3D.WheelController.damperBumpForce [get],


[set]

Bump force at 1 m/s spring velocity

5.9.4.6 DamperCurve AnimationCurve NWH.WheelController3D.WheelController.DamperCurve [get],


[set]

Damper (p. 4) force curve in relation to spring velocity.

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5.9 NWH.WheelController3D.WheelController Class Reference 25

5.9.4.7 damperForce float NWH.WheelController3D.WheelController.damperForce [get]

Current damper force.

5.9.4.8 damperReboundForce float NWH.WheelController3D.WheelController.damperReboundForce


[get], [set]

Rebounding force at 1 m/s spring velocity

5.9.4.9 forwardFriction Friction NWH.WheelController3D.WheelController.forwardFriction [get],


[set]

Returns _Friction object with longitudinal values.

5.9.4.10 ForwardScanResolution int NWH.WheelController3D.WheelController.ForwardScanResolution


[get], [set]

Ground scan resolution in forward direction.

5.9.4.11 isGrounded bool NWH.WheelController3D.WheelController.isGrounded [get]

Is the tractive surface touching the ground? Returns false if vehicle tipped over / tire sidewall is in contact.

5.9.4.12 LayerMask LayerMask NWH.WheelController3D.WheelController.LayerMask [get], [set]

Only layers with value of 1 (ticked) will get detected by the wheel.

5.9.4.13 mass float NWH.WheelController3D.WheelController.mass [get], [set]

Mass of the wheel. [kg] Typical values would be in range [20, 200]

5.9.4.14 motorTorque float NWH.WheelController3D.WheelController.motorTorque [get], [set]

Motor torque on the wheel axle. [Nm] Can be positive or negative based on direction.

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5.9.4.15 NonRotatingVisual GameObject NWH.WheelController3D.WheelController.NonRotatingVisual


[get], [set]

Object that follows the wheel position in everything but rotation around the axle. Can be used for brake calipers,
external fenders, etc.

5.9.4.16 Parent GameObject NWH.WheelController3D.WheelController.Parent [get], [set]

Returns wheel's parent object.

5.9.4.17 pointVelocity Vector3 NWH.WheelController3D.WheelController.pointVelocity [get]

Returns velocity at the wheel's center position in [m/s].

5.9.4.18 radius float NWH.WheelController3D.WheelController.radius [get], [set]

Radius (height) of the tire. [meters]

5.9.4.19 rimOffset float NWH.WheelController3D.WheelController.rimOffset [get], [set]

Side offset of the rim. Positive value will result if wheel further from the vehicle. [meters]

5.9.4.20 rpm float NWH.WheelController3D.WheelController.rpm [get]

Rotations per minute of the wheel around the axle. [RPM]

5.9.4.21 sideFriction Friction NWH.WheelController3D.WheelController.sideFriction [get], [set]

Returns _Friction object with lateral values.

5.9.4.22 SideToSideScanResolution int NWH.WheelController3D.WheelController.SideToSideScan←-


Resolution [get], [set]

Number of scan planes parallel to the wheel.

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5.9 NWH.WheelController3D.WheelController Class Reference 27

5.9.4.23 speed float NWH.WheelController3D.WheelController.speed [get]

Returns vehicle speed in meters per second [m/s], multiply by 3.6 for [kph] or by 2.24 for [mph].

5.9.4.24 springBottomedOut bool NWH.WheelController3D.WheelController.springBottomedOut [get]

True when spring is fully compressed, i.e. there is no more spring travel.

5.9.4.25 springCompression float NWH.WheelController3D.WheelController.springCompression


[get]

Returns value in range [0,1] where 1 means spring is fully compressed.

5.9.4.26 springCurve AnimationCurve NWH.WheelController3D.WheelController.springCurve [get],


[set]

Spring (p. 8) force curve in relation to spring length.

5.9.4.27 springLength float NWH.WheelController3D.WheelController.springLength [get], [set]

Length of the spring when fully extended.

5.9.4.28 springMaximumForce float NWH.WheelController3D.WheelController.springMaximumForce


[get], [set]

Maximum spring force. [N]

5.9.4.29 springOverExtended bool NWH.WheelController3D.WheelController.springOverExtended


[get]

True when spring is fully extended.

5.9.4.30 springTravel float NWH.WheelController3D.WheelController.springTravel [get]

Current length (travel) of spring.

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5.9.4.31 springTravelPoint Vector3 NWH.WheelController3D.WheelController.springTravelPoint


[get]

Point in which spring and swingarm are in contact.

5.9.4.32 springVelocity float NWH.WheelController3D.WheelController.springVelocity [get]

Spring (p. 8) velocity in relation to local vertical axis. [m/s] Positive on rebound (extension), negative on bump
(compression).

5.9.4.33 steerAngle float NWH.WheelController3D.WheelController.steerAngle [get], [set]

Steer angle around the wheel's up axis (with add-ons ignored). [deg]

5.9.4.34 suspensionDistance float NWH.WheelController3D.WheelController.suspensionDistance


[get], [set]

Maximum extension distance of wheel suspension, measured in local space. Same as spring.maxLength

5.9.4.35 suspensionForce float NWH.WheelController3D.WheelController.suspensionForce [get],


[set]

Current spring force. [N] Can be written to for use in Anti-roll Bar script or similar.

5.9.4.36 VehicleSide Side NWH.WheelController3D.WheelController.VehicleSide [get], [set]

Returns Enum [Side] with the corresponding side of the vehicle a wheel is at [Left, Right]

5.9.4.37 Visual GameObject NWH.WheelController3D.WheelController.Visual [get], [set]

Returns object that represents wheel's visual representation. Can be null in case the object is not assigned (not
mandatory).

5.9.4.38 width float NWH.WheelController3D.WheelController.width [get], [set]

Width of the wheel. [meters]

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5.10 NWH.WheelController3D.WheelControllerEditor Class Reference 29

5.9.4.39 worldCenter Vector3 NWH.WheelController3D.WheelController.worldCenter [get]

The center of the wheel, measured in the world space.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/WheelController.cs

5.10 NWH.WheelController3D.WheelControllerEditor Class Reference

Inherits NUIEditor.

Public Member Functions

• void OnEnable ()
• override bool OnInspectorNUI ()
• override bool UseDefaultMargins ()

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/Editor/WheelControllerEditor.cs

5.11 NWH.WheelController3D.WheelHit Class Reference

Public Attributes

• float angleForward
• float curvatureOffset
• float distanceFromTire
• float force
The magnitude of the force being applied for the contact. [N]
• Vector3 forwardDir
The direction the wheel is pointing in.
• float forwardSlip
Tire slip in the rolling direction.
• Vector3 groundPoint
• Vector2 offset
• RaycastHit raycastHit
• Vector3 sidewaysDir
The sideways direction of the wheel.
• float sidewaysSlip
The slip in the sideways direction.
• bool valid = false
• float weight

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Properties

• Collider collider [get]


• Vector3 normal [get]
The normal at the point of contact
• Vector3 point [get]
The point of contact between the wheel and the ground.

5.11.1 Member Data Documentation

5.11.1.1 force float NWH.WheelController3D.WheelHit.force

The magnitude of the force being applied for the contact. [N]

5.11.1.2 forwardDir Vector3 NWH.WheelController3D.WheelHit.forwardDir

The direction the wheel is pointing in.

5.11.1.3 forwardSlip float NWH.WheelController3D.WheelHit.forwardSlip

Tire slip in the rolling direction.

5.11.1.4 sidewaysDir Vector3 NWH.WheelController3D.WheelHit.sidewaysDir

The sideways direction of the wheel.

5.11.1.5 sidewaysSlip float NWH.WheelController3D.WheelHit.sidewaysSlip

The slip in the sideways direction.

5.11.2 Property Documentation

5.11.2.1 normal Vector3 NWH.WheelController3D.WheelHit.normal [get]

The normal at the point of contact

5.11.2.2 point Vector3 NWH.WheelController3D.WheelHit.point [get]

The point of contact between the wheel and the ground.

The documentation for this class was generated from the following file:

• C:/Unity/WheelController2/Assets/WheelController/Scripts/WheelHit.cs

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Index
activeFrictionPreset NWH.WheelController3D.Friction, 6
NWH.WheelController3D.WheelController, 21 NWH.WheelController3D.Spring, 10
angularVelocity NWH.WheelController3D.WheelHit, 30
NWH.WheelController3D.Wheel, 12 forceCoefficient
NWH.WheelController3D.WheelController, 24 NWH.WheelController3D.Friction, 6
applyForceToOthers forceCurve
NWH.WheelController3D.WheelController, 21 NWH.WheelController3D.Spring, 10
forward
BCDE NWH.WheelController3D.Wheel, 13
NWH.WheelController3D.FrictionPreset, 8 forwardDir
bottomedOut NWH.WheelController3D.WheelHit, 30
NWH.WheelController3D.Spring, 9 forwardFriction
bottomOutForceCoefficient NWH.WheelController3D.WheelController, 25
NWH.WheelController3D.Spring, 9 ForwardScanResolution
brakeTorque NWH.WheelController3D.WheelController, 25
NWH.WheelController3D.Wheel, 12 forwardSlip
NWH.WheelController3D.WheelController, 24 NWH.WheelController3D.WheelHit, 30
bumpForce
NWH.WheelController3D.Damper, 5 GetGroundHit
NWH.WheelController3D.WheelController, 20
cachedTransform GetWorldPose
NWH.WheelController3D.WheelController, 22 NWH.WheelController3D.WheelController, 20
cachedVisualTransform
NWH.WheelController3D.WheelController, 22 inertia
camber NWH.WheelController3D.Wheel, 13
NWH.WheelController3D.WheelController, 24 Initialize
camberAngle NWH.WheelController3D.Wheel, 12
NWH.WheelController3D.Wheel, 13 InitializeScanParams
camberAtBottom NWH.WheelController3D.WheelController, 20
NWH.WheelController3D.Wheel, 13 inside
camberAtTop NWH.WheelController3D.Wheel, 13
NWH.WheelController3D.Wheel, 13 isGrounded
center NWH.WheelController3D.WheelController, 25
NWH.WheelController3D.WheelController, 24 IsInLayerMask
compressionPercent NWH.WheelController3D.WheelController, 20
NWH.WheelController3D.Spring, 9
curve LayerMask
NWH.WheelController3D.Damper, 5 NWH.WheelController3D.WheelController, 25
length
damper NWH.WheelController3D.Spring, 10
NWH.WheelController3D.WheelController, 22 load
damperBumpForce NWH.WheelController3D.Wheel, 13
NWH.WheelController3D.WheelController, 24 loadGripCurve
DamperCurve NWH.WheelController3D.WheelController, 22
NWH.WheelController3D.WheelController, 24
damperForce mass
NWH.WheelController3D.WheelController, 24 NWH.WheelController3D.Wheel, 13
damperReboundForce NWH.WheelController3D.WheelController, 25
NWH.WheelController3D.WheelController, 25 maxForce
debug NWH.WheelController3D.Spring, 10
NWH.WheelController3D.WheelController, 22 maximumTireGripForce
DetermineSide NWH.WheelController3D.WheelController, 22
NWH.WheelController3D.WheelController, 19 maximumTireLoad
NWH.WheelController3D.WheelController, 22
force maxLength
NWH.WheelController3D.Damper, 5 NWH.WheelController3D.Spring, 10
32 INDEX

motorTorque rimColliderGO, 14
NWH.WheelController3D.Wheel, 14 rimOffset, 14
NWH.WheelController3D.WheelController, 25 rotationAngle, 14
RPM, 15
nonRotatingPositionOffset steerAngle, 15
NWH.WheelController3D.Wheel, 14 up, 15
NonRotatingVisual visual, 15
NWH.WheelController3D.WheelController, 25 visualPositionOffset, 15
nonRotatingVisual visualRotationOffset, 15
NWH.WheelController3D.Wheel, 14
width, 15
normal
worldPosition, 16
NWH.WheelController3D.WheelHit, 30
worldRotation, 16
NWH, 3
NWH.WheelController3D.WheelController, 16
NWH.WheelController3D, 3
activeFrictionPreset, 21
NWH.WheelController3D.APITest, 4
angularVelocity, 24
NWH.WheelController3D.Damper, 4
applyForceToOthers, 21
bumpForce, 5
brakeTorque, 24
curve, 5
cachedTransform, 22
force, 5
cachedVisualTransform, 22
reboundForce, 5
camber, 24
NWH.WheelController3D.Friction, 5
center, 24
force, 6
damper, 22
forceCoefficient, 6
damperBumpForce, 24
slip, 6
DamperCurve, 24
slipCoefficient, 6
damperForce, 24
speed, 7
damperReboundForce, 25
NWH.WheelController3D.FrictionPreset, 7
debug, 22
BCDE, 8
DetermineSide, 19
UpdateFrictionCurve, 7
NWH.WheelController3D.FrictionPresetCollection, 8 forwardFriction, 25
NWH.WheelController3D.FrictionPresetEditor, 8 ForwardScanResolution, 25
NWH.WheelController3D.Spring, 8 GetGroundHit, 20
bottomedOut, 9 GetWorldPose, 20
bottomOutForceCoefficient, 9 InitializeScanParams, 20
compressionPercent, 9 isGrounded, 25
force, 10 IsInLayerMask, 20
forceCurve, 10 LayerMask, 25
length, 10 loadGripCurve, 22
maxForce, 10 mass, 25
maxLength, 10 maximumTireGripForce, 22
overExtended, 10 maximumTireLoad, 22
velocity, 10 motorTorque, 25
NWH.WheelController3D.Wheel, 11 NonRotatingVisual, 25
angularVelocity, 12 Parent, 26
brakeTorque, 12 parent, 22
camberAngle, 13 parentRigidbody, 23
camberAtBottom, 13 pointVelocity, 26
camberAtTop, 13 radius, 26
forward, 13 rimOffset, 26
inertia, 13 rpm, 26
Initialize, 12 SetCamber, 20, 21
inside, 13 SetDefaults, 21
load, 13 Side, 19
mass, 13 sideFriction, 26
motorTorque, 14 SideToSideScanResolution, 26
nonRotatingPositionOffset, 14 singleRay, 23
nonRotatingVisual, 14 speed, 26
radius, 14 spring, 23
right, 14 springBottomedOut, 27

Generated by Doxygen
INDEX 33

springCompression, 27 RPM
springCurve, 27 NWH.WheelController3D.Wheel, 15
springLength, 27 rpm
springMaximumForce, 27 NWH.WheelController3D.WheelController, 26
springOverExtended, 27
springTravel, 27 SetCamber
springTravelPoint, 27 NWH.WheelController3D.WheelController, 20, 21
springVelocity, 28 SetDefaults
steerAngle, 28 NWH.WheelController3D.WheelController, 21
Step, 21 Side
suspensionDistance, 28 NWH.WheelController3D.WheelController, 19
suspensionForce, 28 sideFriction
useExternalUpdate, 23 NWH.WheelController3D.WheelController, 26
useRimCollider, 23 SideToSideScanResolution
VehicleSide, 28 NWH.WheelController3D.WheelController, 26
vehicleSide, 23 sidewaysDir
Visual, 28 NWH.WheelController3D.WheelHit, 30
wheel, 23 sidewaysSlip
wheelHit, 23 NWH.WheelController3D.WheelHit, 30
width, 28 singleRay
worldCenter, 28 NWH.WheelController3D.WheelController, 23
NWH.WheelController3D.WheelControllerEditor, 29 slip
NWH.WheelController3D.WheelHit, 29 NWH.WheelController3D.Friction, 6
force, 30 slipCoefficient
forwardDir, 30 NWH.WheelController3D.Friction, 6
forwardSlip, 30 speed
normal, 30 NWH.WheelController3D.Friction, 7
point, 30 NWH.WheelController3D.WheelController, 26
sidewaysDir, 30 spring
sidewaysSlip, 30 NWH.WheelController3D.WheelController, 23
springBottomedOut
overExtended NWH.WheelController3D.WheelController, 27
NWH.WheelController3D.Spring, 10 springCompression
NWH.WheelController3D.WheelController, 27
Parent springCurve
NWH.WheelController3D.WheelController, 26 NWH.WheelController3D.WheelController, 27
parent springLength
NWH.WheelController3D.WheelController, 22 NWH.WheelController3D.WheelController, 27
parentRigidbody springMaximumForce
NWH.WheelController3D.WheelController, 23 NWH.WheelController3D.WheelController, 27
point springOverExtended
NWH.WheelController3D.WheelHit, 30 NWH.WheelController3D.WheelController, 27
pointVelocity springTravel
NWH.WheelController3D.WheelController, 26 NWH.WheelController3D.WheelController, 27
springTravelPoint
radius NWH.WheelController3D.WheelController, 27
NWH.WheelController3D.Wheel, 14 springVelocity
NWH.WheelController3D.WheelController, 26 NWH.WheelController3D.WheelController, 28
reboundForce steerAngle
NWH.WheelController3D.Damper, 5 NWH.WheelController3D.Wheel, 15
right NWH.WheelController3D.WheelController, 28
NWH.WheelController3D.Wheel, 14 Step
rimColliderGO NWH.WheelController3D.WheelController, 21
NWH.WheelController3D.Wheel, 14 suspensionDistance
rimOffset NWH.WheelController3D.WheelController, 28
NWH.WheelController3D.Wheel, 14 suspensionForce
NWH.WheelController3D.WheelController, 26 NWH.WheelController3D.WheelController, 28
rotationAngle
NWH.WheelController3D.Wheel, 14 up

Generated by Doxygen
34 INDEX

NWH.WheelController3D.Wheel, 15
UpdateFrictionCurve
NWH.WheelController3D.FrictionPreset, 7
useExternalUpdate
NWH.WheelController3D.WheelController, 23
useRimCollider
NWH.WheelController3D.WheelController, 23

VehicleSide
NWH.WheelController3D.WheelController, 28
vehicleSide
NWH.WheelController3D.WheelController, 23
velocity
NWH.WheelController3D.Spring, 10
Visual
NWH.WheelController3D.WheelController, 28
visual
NWH.WheelController3D.Wheel, 15
visualPositionOffset
NWH.WheelController3D.Wheel, 15
visualRotationOffset
NWH.WheelController3D.Wheel, 15

wheel
NWH.WheelController3D.WheelController, 23
wheelHit
NWH.WheelController3D.WheelController, 23
width
NWH.WheelController3D.Wheel, 15
NWH.WheelController3D.WheelController, 28
worldCenter
NWH.WheelController3D.WheelController, 28
worldPosition
NWH.WheelController3D.Wheel, 16
worldRotation
NWH.WheelController3D.Wheel, 16

Generated by Doxygen

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