Hello Unity Team,
After experimenting with PhysX wheels I got only more and more confusion, because I don’t really know how to interpret data returned by WheelCollider.
Could you tell us with which flags NxWheelShape is created?
It will be also nice if developers can choose one of those for WheelCollider:
- NX_WF_INPUT_LAT_SLIPVELOCITY
- NX_WF_INPUT_LNG_SLIPVELOCITY
- NX_WF_AXLE_SPEED_OVERRIDE
- NX_WF_CLAMPED_FRICTION
It is possible to introduce those flags in Unity 3.0?
I’ve referred this to a member of the development team. You should get a response shortly.
the NxWheelShapes are created with the wheelFlags set to NX_WF_INPUT_LNG_SLIPVELOCITY | NX_WF_INPUT_LAT_SLIPVELOCITY .
There is no plan to update the wheel collider for 3.0. Personally, I think that the NxWheelShape in PhysX is rather limited and in some places unrealistic when it comes to simulating wheel physics.
While we cannot easily fix the wheel collider in PhysX, I’ve found that you can get better results by writing your own wheel collider replacement in scripting. I’ve set up an example on how to do that in our Car Tutorial - check out the AlternatePhysicsModel folder.
I had problem with NxWheelShape from the beginning, so I thought better understanding give me better control. Instead it give me more confusion.
If there are no plans for fixing PhysX wheel then I will abandon them. I will try to use your custom wheel collider in my future work with vehicles.
Thanks for quick replay.