Reference
Reference
4.0
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
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Index 31
1 Namespace Index
1.1 Packages
NWH 3
NWH.WheelController3D 3
2 Hierarchical Index
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
Here are the classes, structs, unions and interfaces with brief descriptions:
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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
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
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5 Class Documentation
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
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/Test/APITest.cs
Suspension part.
Public Attributes
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5.3 NWH.WheelController3D.Friction Class Reference 5
Suspension part.
Curve where X axis represents speed of travel of the suspension and Y axis represents resultant force. Both values
are normalized to [0,1].
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/Damper.cs
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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.
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5.4 NWH.WheelController3D.FrictionPreset Class Reference 7
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/Friction.cs
Inherits ScriptableObject.
Public Attributes
• Vector4 BCDE
B, C, D and E parameters of short version of Pacejka's magic formula.
• float[ ] LUT
Properties
Generate Curve from B,C,D and E parameters of Pacejka's simplified magic formula
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The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/FrictionPreset.cs
Inherits ScriptableObject.
Public Attributes
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/FrictionPresetCollection.cs
Inherits NUIEditor.
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/Editor/FrictionPresetEditor.cs
Suspension part.
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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].
Suspension part.
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:
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How much is spring currently compressed. 0 means fully relaxed and 1 fully compressed.
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.
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/Spring.cs
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5.8 NWH.WheelController3D.Wheel Class Reference 11
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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5.8 NWH.WheelController3D.Wheel Class Reference 13
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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.
Object representing non-rotating part of the wheel. This could be things such as brake calipers, external fenders,
etc.
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.
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5.8 NWH.WheelController3D.Wheel Class Reference 15
Current rotation angle of the wheel visual in regards to it's X axis vector.
GameObject representing the visual aspect of the wheel / wheel mesh. Should not have any physics colliders
attached to it.
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
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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The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/Wheel.cs
Inherits MonoBehaviour.
Public Types
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5.9 NWH.WheelController3D.WheelController Class Reference 17
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
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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.
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Parameters
Returns
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
Returns
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.
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5.9 NWH.WheelController3D.WheelController Class Reference 21
Parameters
camber
Parameters
camberAtTop
camberAtBottom
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?
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Should forces be applied to other rigidbodies when wheel is in contact with them?
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.
Maximum total force a tire can exert on surface, no matter the load.
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5.9 NWH.WheelController3D.WheelController Class Reference 23
When enabled only a single raycast is used to detect ground. Very fast and should be used when performance is
critical.
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).
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.
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Returns angular velocity of the wheel in radians. Multiply by wheel radius to get linear speed.
Brake torque on the wheel axle. [Nm] Must be positive (zero included).
Camber angle of the wheel. [deg] Negative angle means that the top of the wheel in closer to the vehicle than the
bottom.
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5.9 NWH.WheelController3D.WheelController Class Reference 25
Is the tractive surface touching the ground? Returns false if vehicle tipped over / tire sidewall is in contact.
Only layers with value of 1 (ticked) will get detected by the wheel.
Mass of the wheel. [kg] Typical values would be in range [20, 200]
Motor torque on the wheel axle. [Nm] Can be positive or negative based on direction.
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Object that follows the wheel position in everything but rotation around the axle. Can be used for brake calipers,
external fenders, etc.
Side offset of the rim. Positive value will result if wheel further from the vehicle. [meters]
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5.9 NWH.WheelController3D.WheelController Class Reference 27
Returns vehicle speed in meters per second [m/s], multiply by 3.6 for [kph] or by 2.24 for [mph].
True when spring is fully compressed, i.e. there is no more spring travel.
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Spring (p. 8) velocity in relation to local vertical axis. [m/s] Positive on rebound (extension), negative on bump
(compression).
Steer angle around the wheel's up axis (with add-ons ignored). [deg]
Maximum extension distance of wheel suspension, measured in local space. Same as spring.maxLength
Current spring force. [N] Can be written to for use in Anti-roll Bar script or similar.
Returns Enum [Side] with the corresponding side of the vehicle a wheel is at [Left, Right]
Returns object that represents wheel's visual representation. Can be null in case the object is not assigned (not
mandatory).
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5.10 NWH.WheelController3D.WheelControllerEditor Class Reference 29
The documentation for this class was generated from the following file:
• C:/Unity/WheelController2/Assets/WheelController/Scripts/WheelController.cs
Inherits NUIEditor.
• 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
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
The magnitude of the force being applied for the contact. [N]
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