I have a simple wheel collider, the issue is that it only accounts for contact with other colliders when this contact occurs along the axis of the ‘suspension’. Ignoring collisions on the front part of the wheel until the suspension axis enters in contact with the other collider (thus causing the vehicle to suddenly/aggressively climbing the object).
Picture of wheel collider ‘merging’ into other collider:
(same picture with a mesh renderer for the wheel):
It’s pretty much by design. WheelCollider in Unity uses a single vertical raycast for contact detection, so it detects obstacles only when the raycast is directly over the obstacle.
PhysX, the underlying physics engine which implements the wheel collider, already developed and exposed a solution for this that has been available for years now: