Simulating a car same as Car Example without WheelColider.

Hi :smile:
Hi Im a PhysX Developer, Im using PhysX, OpenGL pure code(freelancer). After looking on the following tutorial Learn game development w/ Unity | Courses & tutorials in game design, VR, AR, & Real-time 3D | Unity Learn I motivated that change my Vehicle simulation to a thing such as the tutorial physic. After opening the scene in Unity,and help of authors, i understand that The example is to use WheelColliders to get some realistic feel of a car’s suspension, but actually use scripts to apply forces to the car, to move it in a very arcadish, but easy to play, fashion.
But with considering this that im coding pure with OpenGL and PhysX , and no unity script.i dont access to the WheelCollid class.
How can i do that?! How can i make a car drift such as the example!?
Note : I did see the ~AlternatePhysicsModel folders and all of the cars, but i really want reach to the main example car simulation not ~AlternatePhysicsModel cars. Because the main example car simulation is more user friendly.

Thank you for any help.
H.Ahmadi

Ok, I originally did not understand that you want to replicate the behavior of this physics model outside of Unity. Basically, set the friction values of the wheel shapes to zero (as we only use it to get the suspension), and then replicate the functionality of the scripts to move the car. I cannot really help you with C++ implementation details that much, you’ll have to figure that out yourself.

Ok, The behavior(That you say must control car movement) must be same as car.js ?
I meant that wheel slide, car drift ,… all happen on car.js? And WheelColider in the example have no friction?
Thanks