Interface
If disabled, the forces are applied at the collision contact point. This leads to a more accurate simulation when interacting with dynamic objects but makes the vehicle less stable. When setting this to true, all forces will be applied to a fixed point on the vehicle body.
PlayCanvas Entity that will be used as a visual wheel. Its position and rotation will be updated automatically to match the physical wheel.
Attachment point of wheel suspension in local space of the body.
A spring of the wheel.
Wheel spring settings.
Direction of the steering axis in local space of the body, should point up (e.g. for a bike
would be -suspensionDirection
).
Direction of the suspension in local space of the body, should point down.
Where tire forces (suspension and traction) are applied, in local space of the body. A good default is the center of the wheel in its neutral pose. See enableSuspensionForcePoint.
How long the suspension is in max droop position relative to the attachment point.
How long the suspension is in min raised position relative to the attachment point.
The natural length of the suspension spring is defined as suspensionMaxLength +
suspensionPreloadLength
. Can be used to preload the suspension as the spring is
compressed by suspensionPreloadLength
when the suspension is in max droop position. Note,
that this means when the vehicle touches the ground there is a discontinuity, so it will
also make the vehicle more bouncy as we're updating with discrete time steps.
Forward direction when the wheel is in the neutral steering position (usually
component.forward
but can be used to give the wheel toe, does not need to be perpendicular
to wheelUp).
Up direction when the wheel is in the neutral steering position (usually component.up
but
can be used to give the wheel camber or for a bike would be -suspensionDirection
).
A width of the wheel.