I read this on Physx documentation about the NxWheelShape (wheelcollider in unity):
When the ray strikes something, and the distance is:
- less than wheelRadius from the shape origin: a hard contact is created
- wheelRadius and (suspensionTravel + wheelRadius): a soft suspension contact is created
- greater than (suspensionTravel + wheelRadius): no contact is created
what is an "hard contact"?
From context I'd guess a hard contact is when two meshes collide inside each other. (and have to push eachother out). But I'm just guessing here.
– anon73820239This is the correct answer. It's a contact point like between any two regular colliders.
– EdyYou are right! I realize now that I meant to say
– CanisLupusAudioSource.PlayClipAtPoint(clip, position, volume=1f). That is the correct static method, though it requires a position for the sound (that is expected due to possible positional effects). PlayOneShot, on the other hand, does require an existing source, and will play the sound at its location. I'm sorry for the confusion! I'll update the answer now.