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Very nice
This will be a separate asset? If so how much will it be?
Yes. It will be a separate asset and planned to be out during the next week. Later it will be integrated into the new version of the Off-road Vehicle Physics Pack.
Price will be somewhere between 10 and 20 dollars, not sure yet.
I’ve been looking at 3d wheel colliders and it looks like this fits the bill perfectly. Does it work the same in terms of the default WheelCollider, as in inputs such as motorTorque and brakeTorque?
This looks useful. Is it possible to do non cylinder shapes. Like a more ‘rounded’ wheel for use with a motorbike that can lean etc?
I used to heavily manipulate the old wheelcollider to give the effect of a full wheel shape, but it isn’t really possible with the Unity 5 version ![]()
Thank you on the info. I didn’t know that was a problem in Unity 5 as I don’t have any experience with motorcycles in games. Any (reasonable) wheel shape could be possible but the script would need to be modified in some parts as it wasn’t build with motorcycles in mind. Will see what I can do about that.
Edit:
Tested it out just now and it mostly works (curved tractive surface) but I will not implement it yet as it does bring some bugs with it and I just spent whole day polishing things up ![]()
More interested in the integration with offroad vehicle pack as while I use edy’s solution at the moment, I just generally like messing about with vehicle physics.
As for requests, I suppose people will ask how to integrate it with existing vehicle packages.
Our game is about arcade ish physics with a realistic feel, not sim ![]()
Okay cool. If you could get it working I would happily buy it if suitable for my needs!
It looks impressive. I look forward to your release and getting a chance to try it out. So far I have been focusing a lot on Wheelcolliders and have spent a lot of time feeling like I’m not making progress.
If a vehicle works with default collider it will work with this one as the getters and setters are covering the inbuilt wheel collider’s variables (such as motorTorque, brakeTorque, mass, rpm, etc.). There are of course some differences in implementation and some tweaking will be unavoidable, e.g. curves are different, camber, etc.
I’m currently working on API and custom inspector :), but it seems that this will be all for today as 14 hour work days aren’t the healthiest…
A small sneak peek at what I’m currently working on… ![]()
(yes, those presets can be changed at runtime)

I am definitely interested in this if it does work like the built in WheelCollider class. Im also making a motorcycle game and more of a curve on the sides would be nice in future updates. Ill be on the lookout for the package!
This looks outstanding! Kudos to a Unity 5 wheel solution that looks pretty robust so far. My question is a bit abstract. Do you think these might work for something like roller coaster rails? (i.e. better than the default wheelCollider which seems to not work well in my tests).
No, this solution is for car wheels only (and currently only cylinder-shaped ones). You could say that the main purpose would be for off-road vehicles and eventually road vehicles where it being 3D is a requirement. For a roller-coaster I think that the best bet would be simulating wheels but not actually having them as it’s pretty specific (roller-coasters have wheels under and above the rail, e.g. cannot derail and so on).
I am planning on 2 more ground detection modes besides the one featured in videos (which uses something like scanner to detect ground and then reiterate to get a better resolution of the interesting area). After spending almost two weeks trying out every method this turned out to be the best solution. But apart from that package will also feature a single raycast, Unity collider-like, solution and a spherecast.
Hello,
this seems very interesting. is this working also with big wheeled vehicles upside down like in this example?
Upright, yes. Upside down, no. It has about the same limitations in the upside-down department as the Unity3D’s wheelCollider as it is only sensing the ground under the vehicle - mostly for performance reasons.
And as a side note, a new video will be out this week where I will test it a bit more rigorously than in the last (#3) one.
Friction is mostly finished, along with suspension, custom editor and API.
Really good , but do you a have a demo with high speed?
In the last video the friction aspect of the wheel was pretty much only a draft (hence the constant speed in the video), but just today I have finished that part and am testing it at both low and high speeds.
This looks like a really solid physic car solution, specially for off road.
