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Question by UniteMage · Apr 28, 2012 at 08:15 PM · wheelcollidersuspensionsuspensiondistance

Wheel Graphic movement along WheelCollider Suspension

function GetGroundHit (out hit : WheelHit) : boolean

If the wheel collides with something, returns true and fills the hit structure. If the wheel is not colliding, returns false and leaves hit structure unchanged.

 private void UpdateWheelGraphics(Vector3 relativeVelocity)
 {
     int wheelCount = -1;
     
     foreach(Wheel w in wheels)
     {
         wheelCount++;
         WheelCollider wheel = w.collider;
         WheelHit wh = new WheelHit();
         
         // First we get the velocity at the point where the wheel meets the ground, if the wheel is touching the ground
         if(wheel.GetGroundHit(out wh))
         {
             // Wheel hitting the ground
         }
         else
         {
             // If the wheel is not touching the ground we set the position of the wheel graphics to
             // the wheel's transform position + the range of the suspension.
         }
     }
 }

It seems that the function UpdateWheelGraphics() from the Car tutorial shown above is where the wheel movement is applied along the suspension. Is there any internal suspension calculations made by Unity 3D that either adjusts the wheel collider along the suspension range (distance) or returns a value from a method (function) as the "car" travels along uneven terrain?

I did notice from WheelHit that the magnitude of the force being applied at the contact may be the only way to determine the suspension distance.

Any advice would be appreciative.

Thanks CSDG

Edited jc

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