Unity’s default wheel collider is sometimes really unpredictable, so I decided to understand how a car physics is developed from scratch and what physics considerations to take while creating an advanced and realistic car controller. While the project is not yet completed many important features are already been implemented such as:
- Suspension using Hooks Law. (stiffness & damper)
- In Editor Suspension Visualizer using Wave function. With unity’s Handles + Gizmo class.
- Static friction in the wheel hit points.
- Added Simple Throttling.
- Implemented Ackerman Steering.
- Added sideways slip.
- Added antiRoll bar.