

Used for Trailer and TrailerHitch modules. To make this car actually drivable, you need to write a controller for it.Manual clutch. Now you should be able to see something like this:

It has built-in collision detection, wheel physics, and a slip-based tire friction model. To add a Collider to the wheel, go to Add component > Physics > Wheel Collider A special collider for grounded vehicles. Reset the Transform, then set the Transform Position X to –1, Y to 0, and Z to 1. To create the first wheel, select the wheels GameObject, go to GameObject > Create Empty Child, and name it frontLeft.This GameObject is not mandatory, but it is useful for tuning and debugging later. Select car_root and GameObject > Create Empty Child. The car is oriented along the Z axis, so set the Transform’s Z Scale to 3. Reset the Transform to 0 to make it perfectly aligned in local space. Make this cube a child GameObject under car_root. The default mass of 1kg is too light for the default suspension settings change it to 1500kg to make it much heavier. More info See in Glossary component to car_root. Add a Physics 3D Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces.Change the GameObject’s name to car_root.

To do this, go to GameObject > Create Empty.

Increase the Transform’s Scale fields to 100 to make the Plane bigger. To keep it simple, make sure the ground has a Transform of 0 (on the Transform component in the Inspector Window, click the Settings cog and click Reset). This is the ground the car is going to drive on. More info See in Glossary > 3D Object A 3D GameObject such as a cube, terrain or ragdoll. A GameObject’s functionality is defined by the Components attached to it. To start, select GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This tutorial takes you through the process of creating a basic functioning car. More info See in Glossary component is powered by the PhysX 3 Vehicles SDK. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. The Wheel Collider An invisible shape that is used to handle physical collisions for an object.
