Before starting with detailed vehicle setup it is recommended to check out Quick Start guide as this page assumes a minimal working setup has been done.
If making an open-world game with a large-scale map (> ~4000 units), the shifting origin is required (not only for this asset, but in general with game engines that use floating point precision). Explanation.
VehicleComponent is a building block of NWH Vehicle Physics 2.
VehicleController is a collection of VehicleComponents, which includes VehicleModules, Effects and SoundComponents - both of which inherit from VehicleComponent.
VehicleComponent that is enabled is updated.ManagerVehicleComponent such as SoundManager, EffectsManager, ModuleManager or Powertrain also disables the child VehicleComponents.lodIndex value is lower than vehicleController.activeLodIndex it will be enabled, otherwise it will be disabled. lodIndex to a value less than 0 to ignore LODs.
Each VehicleComponent has a state bar which is visible in play mode:
This is where the state of the VehicleComponent can be checked and changed. Note that changing the state through state bar only affects runtime values and will revert after exiting play mode. The state bar is intended for previewing the current state and testing different values during run-time. For persistent state check StateSettings.
Enabled button is greyed out as the LODs determine if the component will be enabled or disabled.VehicleComponent on each VehicleController, a ScriptableObject StateSettings was introduced.StateSettings for each vehicle can be assigned under VehicleController ⇒ Settings tab. StateSettings on State Settings page.
To change VehicleComponent state through scripting following can be done:
myVehicleComponent.LodIndex = -1; // IMPORTANT! Setting this to -1 disables the
// LODs which otherwise override the enabled/disabled setting.
myVehicleComponent.VC_Enable();
myVehicleComponent.VC_Disable();
VehicleComponent initialization and update functions start with the VC_ prefix to prevent confusion with Unity callbacks, e.g. VC_Initialize or VC_FixedUpdate.</wrap>Ensure you use Project Settings ⇒ Player ⇒ Input Handling ⇒ Both, or multiple errors may occur.
The input in NWH Vehicle Physics 2 revolves around InputProviders. These scripts obtain user input from different sources such as InputSystem or Rewired (e.g. keypresses, mouse movement, gamepad input, etc.), process it, and pass it on to the vehicles.
Multiple InputProviders can coexist, allowing for e.g. MobileVehicleInputProvider, InputSystemVehicleInputProvider, and SteeringWheelVehicleInputProvider to be present simultaneously. Input from all InputProviders is combined.
The diagram above illustrates the path from the input source to the vehicle input state:
Auto Set Input is set to true, the state of the corresponding input for the vehicle in question will be set to the combined value of all inputs.Input > AutoSetInput set to false, the new input will be discarded. This occurs when the vehicle is inactive or when the input is set by another script (e.g., AI).autoSetInput is enabled on them.VehicleInputProvider (for vehicle-related input) or SceneInputProvider (for scene-related input, such as cameras). Thus, it's best to consider InputProviders as a standardized interface between different input methods and a vehicle.InputProviders are divided into VehicleInputProviders and SceneInputProviders. VehicleInputProviders transmit vehicle input (throttle, brakes, etc.), while SceneInputProviders handle scene input (vehicle changing, camera changing, camera movement, and other inputs not directly related to the vehicle). One of each is necessary (e.g., InputSystemVehicleProvider and InputSystemSceneInputProvider).InputStates struct and can be copied from one vehicle to another if needed. For example, this is done when a trailer is connected to a towing vehicle.InputStates, ensure autoSetInput is set to false.
Out of the box gamepad bindings are only available for InputSystem.
| Name | Type | Keyboard Defaults | Gamepad Defaults | Description |
|---|---|---|---|---|
Steering | axis [-1,1] | A/D | Left Stick - Left/Right | Steering. |
Throttle | axis [0,1] | W | Left Stick - Up, Right Trigger | Throttle. |
Brakes | axis [0,1] | S | Left Stick - Down, Left Trigger | Brakes. |
Clutch | axis [0,1] | Manual clutch. 0 for disengaged and 1 for engaged. | ||
Handbrake | axis [0,1] | Space | B (Xbox) / Circle (PS) | |
EngineStartStop | Button | E | ||
ShiftUp | button | R | Right Shoulder | |
ShiftDown | button | F | Left Shoulder | |
ShiftIntoR1 | button | ` | Shift into 1st reverse gear. | |
ShiftIntoN | button | 0 | Shift into neutral. | |
ShiftInto1 | button | 1 | Shift into 1st forward gear. | |
ShiftInto[n] | button | 2,3,4,etc. | Shift into [n]th gear. | |
LowBeamLights | button | L | Y (Xbox) / Triangle (PS) | |
HighBeamLights | button | K | ||
HazardLights | button | J | ||
ExtraLights | button | ; | ||
LeftBlinker | button | Z | ||
RightBlinker | button | X | ||
Horn | button | H | ||
| Module Bindings | ||||
FlipOver | button | M | Used for FlipOverModule. | |
Boost | button | Left Shift | A (Xbox) / X (PS) | Used for NOSModule. |
Cruise Control | button | N | Used for CruiseControlModule. | |
TrailerAttachDetach | button | T | X (Xbox) / Square (PS) | Used for Trailer and TrailerHitch modules. |
| Name | Type | Keyboard Defaults | Gamepad Defaults | Description |
|---|---|---|---|---|
ChangeCamera | button | C | Start | Changes camera. |
CameraRotation | 2D axis | Mouse Delta | Right Stick | Controls camera rotation. |
CameraPanning | 2D axis | Mouse Delta | Right Stick | Controls camera panning. |
CameraRotationModifier | button | Mouse - LMB | Right Stick Press | Enables camera rotation. |
CameraPanningModifier | button | Mouse - RMB | Left Stick Press | Enables camera panning. |
CameraZoom | axis | Mouse - Scroll | D-Pad Up/Down | Camera zoom in/out. |
ChangeVehicle | button | V | Select | Change vehicle or enter/exit vehicle. |
FPSMovement | 2D axis | WASD | Left Stick | Demo FPS controller movement. |
ToggleGUI | button | Tab | Toggles demo scene GUI. |
InputProvider for handling user input on desktop devices through keyboard and mouse or gamepad.
Since v1.1 InputSystem package is required even if not used. If using the old/classic Unity input set Project Settings ⇒ Player ⇒ Input Handling to Both and proceed as normal. InputSystem package being present installed will not interfere with old/classic Unity input / InputManager.
When first importing NWH Vehicle Physics 2 the project will be missing required bindings. There are two ways to add those:
[UnityProjectPath]/ProjectSettings/InputManager.asset file. To do so:To set up InputManager-based input in the scene add the following components to the scene:
Any vehicle that is present in the scene will now receive input from these providers.
When using DS4Windows, InputSystem will detect button presses twice.
Active Input Handling select Input System Package (New) or Both - the latter in case your project still uses UnityEngine.Input somewhere.InputSystemVehicleInputProvider and InputSystemSceneInputProvider to any object in your scene..inputactions files. Save Asset must be clicked for the changes to take effect.Since v1.7.1 NWH Vehicle Physics 2 also supports Rewired input.
Rewired Input Manager to the scene. It already contains the Rewired InputManager, as well as the RewiredVehicleInputProvider and RewiredSceneInputProvider needed for NVP2 control.InputSystemVehicleInputProvider, InputManagerVehicleInputProvider, InputSystemSceneInputProvider and InputManagerSceneInputProvider scripts from the scene to prevent input duplication. All these can technically be present at the same time but there are no benefits to it and duplicate inputs might happen.MobileVehicleInputProvider and MobileSceneInputProvider to the scene.UnityEngine.UI.Button component and replace it with MobileInputButton. MobileInputButton inherits from UnityEngine.UI.Button and adds hasBeenClicked and isPressed fields which are required for Mobile Input ProviderMobileVehicleInputProvider and MobileSceneInputProvider inspectors. Empty fields will be ignored.For more info visit SteeringWheelInputProvider page.
Since v1.0 multiple InputProviders can be present in the scene, meaning that their input has to be combined to get the final input result. To get the combined input use:
float throttle = InputProvider.CombinedInput(i => i.Throttle()); bool engineStartStop = InputProvider.CombinedInput(i => i.EngineStartStop());
Or to get the input from individual InputProviders (say to find out if a button was pressed on a keyboard):
float throttle = InputProvider.Instances[0].Throttle;
Input in each vehicle is stored in InputStates struct:
myVehicleController.input.states
In case input should not be retrieved from user but from another script - as is the case when AI is used - autoSetInput should be set to false. This will disable automatic input fetching from the active InputProvider.
Input now can be set from any script:
myVehicleController.input.Horizontal = myFloatValue; // Using getter/setter.
myVehicleController.input.states.horizontal = myFloatValue; // Directly accessing states.
When using input generated by code (i.e. AI) it is usually handy to have access to a single axis throttle/brake. This can be done like so:
vehicleController.input.autoSetInput = false; // Tells the vehicle to stop retrieving input values automatically. vehicleController.input.Vertical = 0.5f; //Sets throttle to 0.5f, resets brakes. vehicleController.input.Vertical = -0.5f; //Sets brakes to 0.5f, resets throttle.
vehicleController.input.states.throttle is equal to vehicleController.input.Throttle. The latter is just a getter/setter for convenience.
The alternative to this is using the inputModifyCallback. It is executed just after the input is retrieved by the vehicle and allows modifying the inputs without having to worry about them being overwritten before the end of the frame:
myVehicleController.input.inputModifyCallback.AddListener(MyInputModificationFunction);
---
private void MyInputModificationFunction()
{
vc.input.Handbrake = 1f; // Apply handbrake by overriding the user input.
}
If a custom InputProvider is needed it can easily be written. Custom InputProviders allow for new input methods or for modifying the existing ones. E.g. if the MobileInputProvider does not fit the needs of the project a copy of it can be made and modifications done on that copy. That way it will not get overwritten when the asset is updated.
ExampleVehicleInputProvider and make it inherit from VehicleInputProvider class:public class ExampleVehicleInputProvider : VehicleInputProvider{}
GetThrottle().ToggleGUI() which are optional and will be ignored if not implemented.false, 0 or -999 in case of ShiftInto() method.ExampleVehicleInputProvider now can be added anywhere in the scene as the included InputSystemVehicleInputProvider or InputManagerVehicleInputProvider would be.
Example custom input script is below. Note that to reference NWH.Common.Input the script will either need to be generated inside Scripts > Input folder of the asset or referenced inside the project .asmdef file if the script is placed outside of the VehiclePhysics directory. For more info about assembly definitions check out the Import guide.
using NWH.Common.Input;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Example class for handling input.
/// </summary>
public class CustomVehicleInputProvider : VehicleInputProviderBase
{
public override void Awake()
{
base.Awake();
// Your initialization code here (if needed). Just a standard MonoBehaviour Awake().
}
public void Update()
{
// Your Update() code here (if needed). Just a standard MonoBehaviour Update().
}
public override Throttle()
{
// Return your custom value here, example:
return 0.5f; // Replace this line with e.g. player.GetAxis("Throttle") for Rewired.
}
public override Steering()
{
// Return your custom steering value here.
return 0.123f;
}
// ...and so on. Override the functions that you want to use. If you do not need Clutch() for example,
// do not override it.
}
Powertrain in NWH Vehicle Physics 2 is a collection of Powertrain Components such as EngineComponent, ClutchComponent, DifferentialComponent, etc.PowertrainComponents, except for WheelComponent which always outputs to WheelController.EngineComponent which acts as a power source and Wheel Component acts as a power sink. The components in-between determine how the power/torque will be transmitted.
The PowertrainComponent serves as a foundational class for all powertrain components, including EngineComponent, ClutchComponent, TransmissionComponent, and others.
Each PowertrainComponent possesses the following shared attributes in the Inspector:
Name - The label assigned to the component. Note that altering the Name of a component will reset the * * Output for any components that utilize that component.Inertia - Represents the inertia of the component. The inertia of each component contributes to the overall system inertia, which determines the difficulty of spinning the component up or down.Output - Specifies the Powertrain Component to which torque is forwarded. For certain components, such as * Differential Component, multiple outputs may be present (e.g., left and right wheel).Keep in mind the following:
name field of a component resets all the Outputs for other PowertrainComponents that rely on that component as an output.Inertia value will cause the component to spin up more slowly when the same amount of torque is applied.Inertia of a WheelComponent is determined by the WheelControllers mass and radius settings.
Always ensure that the Inertia value is greater than 0!
The engine acts as a source of power/torque and updates the components attached to it recursively with the generated torque.
When using the Electric engine, consider setting the output to the Transmission, bypassing the Clutch, as it is not needed.
Higher engine inertia results in an engine that is harder to stall. The such engine will also take longer to spin up. Typical values:
The power curve represents engine power across its RPM range.
X and Y values are normalized where X (0 to 1) represents RPM as a percentage of Rev Limiter RPM and Y (0 to 1) represents power as a percentage of Max Power.
Note that power and torque curves show the exact same data since the power is a function of torque and RPM, so knowing two of the three is enough. Since power curves are usually easier to find, NVP2 uses a power curve instead of a torque curve.
The Idler circuit tries to keep RPM at Idle RPM when there is no user input. This is done through throttle modulation so it is still possible to stall the engine if stallingEnabled = true.
Starter spins up the engine to try and reach the RPM at which the power generated by the engine is enough for it to spin by itself and overcome the losses. The amount of torque needed is automatically calculated based on the engine inertia, Power Curve, and the Start Duration value.
When Flying Start is enabled, the engine spins up instantly without running the starter. This is to give an illusion of the engine already having been started when the vehicle is woken up.
Cuts throttle to the engine when RPM reaches Rev Limiter RPM for a duration of Rev Limiter Cutoff Duration.
ForcedInduction is a part of EngineComponent. It can be used for both turbocharging and supercharging the vehicle. Power Gain Multiplier adds power on top of the existing Max Power so the vehicle with 100kW and Power Gain Multiplier of 1.5 will actually produce 150kW.TurboWhistleComponent and TurboFlutterComponent. If forced induction is to be used just for the sound effects Power Gain Multiplier should be set to 1.
Power modifiers can be used through scripting to modify the power of the engine. These are functions that return a float which denotes an engine power coefficient. Example:
public float AddBoost()
{
if(boostIsActive)
{
return 1.5f; // Increases power for 50%.
}
}
...
myVehicleController.powertrain.engine.powerModifiers.Add(AddBoost);
This is a fictional example. A concrete example can be found inside the TCS module which uses this mechanic to limit power when there is wheel spin.
ClutchComponent can be bypassed by setting the output of EngineComponent directly to the desired PowertrainComponent but this is not recommended as it will cause stalling in most cases.
There are two things to note here: clutch engagement and clutch input. Clutch input controls the engagement through the Engagement Curve and is set either automatically, through user input, or scripting/inspector. It is best to think of the Clutch Input value as the pedal position, and the engagement as the “biting point” of the clutch.
Automatic sets the clutch engagement based on the input (engine) RPM. engagementRPM, throttleEngagementOffsetRPM and engagementRange.UserInput type can be used to give control to the user through a gamepad, steering wheel, etc.Clutch axis - check Input section for more info on setting up axes.Manual type does not set the clutch value in any way and instead expects to be set externally, either through the inspector or through scripting.Has Torque Converter is false Slip Torque is used. Otherwise, the clutch will use Torque Converter Slip Torque. \\]Slip Torque will result in grabby clutch.Slip Torque values can result in torque spikes when the clutch is suddenly released which can impact solver stability in extreme cases.TransmissionComponent is a mandatory Powertrain component. It is always third in the Powertrain.Components list.
The asset uses W/S to select the movement direction by default. To use W/S as throttle/brake exclusively go to Control > Input and tick Swap Input In Reverse.
gears list and should be ordered from reverse, then neutral (always 0), then forward gear ratios. Upshift RPM, Downshift RPM, Variable Shift Intensity and Incline Effect Coeff variables.Target Upshift RPM and Target Downshift RPM can be seen under the under the Shifting section of the TransmissionComponent inspector, during runtime. These values vary depending on the variables mentioned above.IsSequential makes the transmission be able to shift only one gear up or down at the time. It has the same effect as ticking both Allow Upshift Gear Skipping and Allow Downshift Gear Skipping.CVT (and eCVT) transmissions have variable gearing ratio dependent on load.Shift delegate inside TransmissionComponent is used for changing gears.To make shifting more realistic two timers have been added:
Shift Duration - time Transmission takes to change from one gear to another. During this time EngineComponent's throttle is cut off. Works for all transmission types.Post Shift Ban timer. This field determines minimum time between two shifts. Used to prevent transmission for shifting too often. Only affects automatic transmission types.
Transmission will only shift in automatic mode if all the ticked conditions conditions have been met for Shift Check Cooldown seconds:
Wheel Spin - longitudinal slip on all wheels is less than Longitudinal Slip Threshold(Settings tab)Wheel Skid- lateral slip on all wheels is less than Lateral Slip Threshold(Settings tab)Wheel Air- none of the wheels are in the air.External Shifts Checks Valid- list of ShiftCheckdelegates. All external shift checks must be valid for transmission to be able to shift.
Transmission gearing profiles were deprecated in favor of a simple gears list.
DifferentialComponent is a type of PowertrainComponent that splits input torque between two or more outputs.
There can be multiple DifferentialComponents present on one vehicle and one differential can output to other differentials which is useful for 4WD setup with center differential.
Unused differentials should be removed. E.g. a front differential that none of the other powertrain components (transmission, other differentials, etc.) are outputting to should be removed, as only powertrain components that have a path to Engine are updated.
Torque in open differential is equally split between the left output and right output.
Locked differential keeps both outputs rotating at same angular velocity.
Replaces previous separate ViscousLSD and ClutchLSD options. Torque will be sent to the slower spinning wheel, keeping the wheels locked, up to the slip torque value.
Can be used to assign an external differential delegate function.
To achieve a specific drivetrain configuration, different differential layouts can be used. For example:
WheelComponent is a PowertrainComponent. It acts as a torque sink and can not output to another PowertrainComponentWheelComponent should not be mixed up with WheelController or WheelCollider. WheelComponent instead interfaces between the powertrain an the wheel.Belongs To field determines to which WheelGroup the WheelComponent belongs to. This determines values such as braking, steering and geometry. Inertia field gets auto-calculated from assigned WheelController's mass and radius.WheelUAPI field accepts any wheel controller/collider that uses the WheelUAPI abstract class as its base. The two shipped with the asset are WheelController and WheelColliderUAPI. This means that NVP2 can work with any wheel solution as long as it implements WheelUAPI. The reason why WheelUAPI is not a pure interface is due to the Unity's serialization (or lack of it) for interfaces.Steer Coefficient determines how much the wheel will steer depending on input. In general cars would have Steer Coefficient of 1 in front and 0 in the back, except for four wheel steering cars where rear axle usually steers opposite of the front so the value would be negative. Examples: 1 - 100% steering. 0 - no steering.-0.5 - 50% steering in the opposite direction.Add Ackerman - check this Wikipedia link for more info about Ackerman Steering setup. Brake Coefficient - amount of brake torque used as a percentage of Brakes ⇒ Max Torque.Handbrake Coefficient - amount of brake torque applied when handbrake is activated.Toe Angle - toe angle in degrees.Caster Angle - caster angle in degrees.isSolid being true, as in that case the camber is calculated so that the wheels always stay parallel to each other.
Axle settings are used only if there are exactly two wheels in the WheelGroup.
Anti Roll Bar Force - deprecated, Force Application Point Distance on WheelController should be used instead. Higher the value, lower the roll.Is Solid - Imitates solid axle and auto-adjusts camber to make sure that both wheels always stay parallel to each other.
Sound system in NVP2 consists of SoundManager and multiple SoundComponents. Disabling SoundManager also disables all the SoundComponents.
SoundComponent (type of Vehicle Component) is responsible for one sound, e.g. EngineRunningComponent or EngineStartingComponent.AudioSources are not added manually but are instead generated by the script when the scene is started. Some SoundComponents can have more than one AudioSource - e.g. wheel related SoundComponents have one AudioSource for each wheel.VehicleAudioMixer.mixer) can be used.Mixer field must have AudioMixer assigned. By default VehicleAudioMixer will be used.
SoundComponent inherits from VehicleComponent.
Check VehicleComponent page for more info.
SoundManager is the main class for handling sound. It contains all the global sound settings and also manages individual SoundComponents.
Also check the Sound page.
Master settings affect all the SoundComponents
Each sound component belongs to one of the Audio Mixer groups: Engine, Transmission, SurfaceNoise, Turbo, Suspension, Crash or Other. Here you can add additional effects and modify the sound. One example of this is distortion which is added to the engine sound based on load through the Audio Mixer.
Velocity Magnitude Effect.Pitch Randomness field.EngineRunningComponent is a SoundComponent responsible for the engine sound. A pitch based approach using a single pre-recorded engine sound clip is used along with filters to achieve relatively realistic sound.
Big upside of this approach is that only a single clip is required which is ideal for small game studios, as opposed to layering approach where usually tens of clips of engine at different loads, positions and RPMs are used to achieve the engine sound effect. Of course, the downside is that realism suffers.
If you need the layering feature please make a feature request through support.
AudioSource of EngineRunningComponent is positioned at Exhaust Position (Settings tab).Distortion affects volume so when high levels of distortion are used it is usually a good idea to reduce volume range proportionately.
EngineStartStopComponent plays while the starter is active. AudioSource of EngineStartComponent will be positioned at Settings ⇒ Engine Position.Imitates high-pitched sound of forced induction.
AudioSource of TurboWhistleComponent is positioned at Settings ⇒ Engine Position.Controls all the vehicle effects.
Effect system makes use of VehicleComponents and therefore each Effect can be turned on or off, be enabled or disable or have LOD set.
Effects with manager in the name manage multiple instances of the effect, usually one for each wheel - e.g. skidmarks or surface particles.
ExhaustFlash Effect is used to imitate flames shooting out of exhaust. The method to achieve this is identical to the one used for most muzzle flash in FPS games; that is a set of images gets enabled and disabled at rapid rate with different sprite and scale each time. This is a performant way to achieve the effect while avoiding particle effects.
Quads perpendicular to each other. Move them to the location of the exhaust.Quads.Particles/Standard Unlit (Unity 2019) or equivalent shader with Transparent rendering and Multiply color mode. The included example on Sports Car prefab can be copied. Assigning one of the included flame textures will show if the rotation of the Quad is correct. Rotate Quad if needed.MeshRenderers from the newly created Quads to the ExhaustFlash ⇒ Mesh Renderers list.To make flames look more convincing a random texture is assigned to each Quad on each flash. A number of default textures is included.
Flash Textures list.
ExhaustSmoke controls exhaust ParticleSystem color, size and emission speed. It interpolates between NormalColor and SootColor based on engine state.
ParticleSystems at vehicle exhaust position. Prefab of pre-configured ParticleSystem comes with the asset (Effects > Particles > Prefabs).ParticleSystems to the Particle Systems list inside ExhaustSmoke inspector.
LightsManager is tasked with turning VehicleLights on or off depending on user input.
Skidmarks are generated when wheel skids / slips over a surface.
Max Marks Per Section * 2. Min Distance is the distance a wheel needs to travel before a new mark is created.Max Marks Per Section - similar to the old snake game. To make this transition smooth Fade Over Distance can be enabled or Peristent Skidmarks can be used. Check the section below for more info.GrounOffset needs to be increased.Longitudinal Slip Threshold and Lateral Slip Threshold from vehicle settings tab are used.SurfacePreset to get the settings for the current surface type.Max Marks Per Section size.Peristent Skidmark Destroy Distance.
SurfaceParticleManager creates and manages particles based on current SurfacePreset settings.
ParticleSystems.Lateral Slip Threshold and Longitudinal Slip Threshold under Settings tab determine the lowest wheel slip threshold needed for wheel to be considered to be slipping. This affects particle effects.
Mirrors are set up through a combination of Cameras, RenderTextures and Materials with specific UV mapping.
Camera first renders its view to a RenderTexture which is assigned to a Material(any shader that supports albedo map will work). This Material has an UV map that corresponds to the surface of the vehicle mirror.
Possible setups are:
Camera to a separate RenderTexture which is assigned to a separate Material. Best visual quality but slow.
GroundDetection is one of the most important aspects of NWH Vehicle Physics. It determines which WheelFrictionPreset will be used for calculating friction, which effects will be active, and which sounds will play. In short, it determines which wheel is on which surface.Terrain texture indices and object tags so it is very important how many textures there are assigned to the Terrain and in which order.
To prevent having to change the settings across all the vehicles GroundDetectionPreset ScriptableObject was introduced in NWH Vehicle Physics 2.
Terrains in one scene.GroundDetection runs checks for a maximum of one wheel at a time. This is to improve on performance but it can introduce a small delay from the time the surface has been changed to the time GroundDetection registers it.SurfaceMap tells GroundDetection which SurfacePreset to use for which terrain texture and/or object tag.GroundDetection runs a check for each WheelComponent to determine which surface that WheelComponent is on. This is done by checking all the assigned SurfaceMaps in order and if any SurfaceMap has a matching terrain texture index in Terrain Texture Indices list, or the object the wheel is on has the tag from Tags list, Surface Preset will be assigned to that WheelComponent.
Adding a gravel SurfaceMap will be used as an example.
SurfaceMap by clicking on + button on the bottom of the list.Terrain Texture Indices list.GravelRoad) to those objects and add it to Tags list.
SurfacePreset tells the VehicleController which settings to use for which surface.
This determines tire friction, the look of effects such as skidmarks and particle effects. It also changes sounds to match the surface.
Once set up, SurfacePreset can be used for different terrains, scenes or even across games since SurfacePresets do not carry any scene-specific fields.
Create ⇒ NWH Vehicle Physics ⇒ Surface Preset. This will create a new SurfacePreset ScriptableObject in the current directory.Friction Preset. This is a ScriptableObject with settings for tire friction so that WheelController can adjust its behavior according to the surface type. With asset come multiple Friction Presets so just pick one of those for now.Skidmark Material will be used on generated skidmarks while the wheel is on this surface type.Slip Factor determines if the skidmarks are slip dependent. On soft surfaces such as sand this value should be 0 as the skidmarks/thread-marks should always be visible, no matter the slip. On hard surfaces such as asphalt skidmarks are only visible when there is wheel slip.ParticleType - Smoke should be used for hard surfaces (asphalt, concrete), Dust for dusty surfaces (gravel, sand). The difference between the two is in the way the emission rates are calculated. If Smoke is selected this will be related to the wheel slip while it will depend on vehicle speed for Dust.Particle Life Distance is used to calculate ParticleSystem's Start Lifetime. The faster the vehicle is going the shorter the lifetime of the particles will be.Max Particle Emission Rate Over Distance determines amount of particles emitted over distance of one meter.Max Particle Lifetime determines the absolute maximum time a particle can be alive. When still this value determines how long the particle lives. When moving Particle Life Distance is used instead.
Chunk particles represent pieces of dirt, debris, sand or pebbles thrown behind the tire when there is wheel spin.
Depending on speed the lifetime of a a particle is calculated from Max Chunk Lifetime (when near still) or Chunk Life Distance (when moving).
SkidSound and SurfaceSound settings are used to set WheelSkidComponent and WheelTireNoiseComponent SoundComponents values for current surface.
If the vehicle is not steering also check WheelGroup settings. It is most likely that all WheelGroups have SteerCoefficient set to 0 which means no axles will steer.
Maximum Steer Angle - angle in [deg] that the wheels can achieve. Multiplied by the WheelGroup SteerCoefficient to get the final axle steer angle.Use Direct Input - if ticked the raw input is fetched from the InputProviders and not processed in any way (smoothing, etc.).Speed Sensitive Steering Curve - determines the steer angle coefficient in relation to speed. Useful for limiting steering at higher speeds to prevent spinning out.Maximum Steer Angle is multiplied to get the final steer angle.Speed Sensitive Smoothing Curve - determines the smoothing applied to the steering input in relation to vehicle speed.Linearity - maps the steering input value (X) to the new output value (Y). Useful for making steering less sensitive around center point.Degrees Per Second Limit - an amount of degrees the steering can be turned in one second. Lower number for heavy machinery (e.g. 80), higher for sports car (e.g. 250). Return To Center - steering will return to center once the input is released.Tips:
Max Torque as it might introduce jitter.Smoothing can be used to make braking more progressive when using binary input.Related:
DamageHandler deforms the meshes on the vehicle (skinned meshes are not supported due to performance reasons).
Deformation Vertices Per Frame field. Higher value will result in deformation being completed in less frames while lower value will stretch the deformation over the higher number of frames – and will also cause less frame dropping. It is best to adjust this value to as high as it is possible without causing frame drops. This will depend on the device the final game will run on. Deformation Radius, Deformation Strength and Deformation Randomness all affect how the mesh will be deformed – how far the vertex can be moved from the original position, how much it will be moved for the given deceleration and how random the final result will be. Setting randomness to 0 will cause final mesh to be smooth and setting randomness to a high value will result in noisy looking mesh. Deceleration Threshold is the minimum deceleration value needed for collision to be registered by DamageHandler.
NWH Vehicle Physics 2 is a collection of VehicleComponents. All aspects of it are a component - sound components, effect components, etc. - they all inherit from VehicleComponent. The only way that a module is different from an inbuilt component is that it can be added or removed as needed.
Modules carry over state system from the VehicleComponent which means that each module can be turned on or off, enabled or disabled or have LOD set.
VehicleController.ModuleWrapper. This is a way to work around lack of multiple inheritance in C#. So, to add a module just add its wrapper to the vehicle:
ModuleManager is a VehicleComponent that manages VehicleModules.
For more info on Modules check Modules page.
Each module is wrapped in a MonoBehaviour wrapper called ModuleWrapper. This is a way to get around lack of multiple inhertance in C#.
VehicleModule inherits from VehicleComponent, but it also needs to be serialized and for that it needs to be a MonoBehaviour. The new attribute [SerializeReference] has been present in Unity since 2019.3 and original implementation used that but the amount of bugs and lack of backwards-compatibility with older versions of Unity resulted in the wrappers being used instead.
Adding modules after vehicle initialization is not supported! Consider adding the module before entering play mode or immediately after adding the VehicleController (from scripting), and keeping them Disabled until needed.
To add a module use:
myVehicleController.gameObject.AddComponent<MyModuleWrapper>();
Example (adding an ABSModule):
myVehicleController.gameObject.AddComponent<ABSModuleWrapper>();
Modules are VehicleComponents wrapped in MonoBehaviour containers (wrappers).
MyModule module = myVehicleController.GetComponent<MyModuleWrapper>().module as MyModule;
To remove a module use:
Destroy(myVehicleController.GetComponent<MyModuleWrapper>());
If doing this during the runtime the module should simply be disabled instead. ModuleManager does not update the modules list during the runtime so removing the module will result in an error.
Since modules inherits from VehicleComponent they also work on the same principle:
myModule.VC_Enable();
myModule.VC_Disable();
Note that disabling or enabling a module will have no effect while LODs are active for that module as the LOD system will override the manual settings while active.
To disable LODs for a module use:
myModule.LodIndex = -1;
Scripts ⇒ Vehicle ⇒ Modules ⇒ ModuleTemplate folder there is an empty example module. Copy ModuleTemplate to create a starting point for a new module.ModuleDrawer (a type of CustomPropertyDrawer) placed in Editor folder.ModuleWrapperModuleDrawer which uses NUI editor GUI framework (developed by NWH coding) to render custom property drawers and editors through simplified syntax. This also makes the created module compatible with ModuleManager drawer. Frontal Cd and Side Cd (Cd = coefficient of drag) fields. Data for different vehicles is available here.Downforce is calculated in a simplified fashion by applying downforce to a number of points over the vehicle. In the simplest form a single downforce point at the center of the vehicle can be used, or one point at the front and one point at the end of the vehicle.
Downforce Points should be below the WheelController position, or even as low as the floor of the vehicle. This is because all the force is applied in a single point which, if applied too high, can cause the vehicle to snap oversteer when changing direction.Downforce Points and Max Downforce Speed.Max Downforce Speed at which it reaches Max Force value.Adds additional motorcycle balancing, steering and lean functionality to the NWH Vehicle Physics. The rest of the setup is similar to the conventional vehicle, just with two wheels and transmission outputting directly to the rear wheel, without the use of differentials.
Trikes can be implemented without this module as they do not require the additional functionality.
Field explanations can be seen by hovering over fields in the Unity inspector.
Lean is implemented through a PID controller and is one of the more important settings of the module. It determines in which manner the vehicle will lean and balance. PID controller is required because the balancing is done through physics (AddTorque). The tuning of the said controller requires a bit of tweaking (adjustable at runtime) but the default settings should be adequate for a vast majority of motorcycles.
Module containing a collection of assists aimed at achieving arcade-like behavior from the vehicles. Current functionality:
Adds artificial steer torque to the vehicle, independent of the tire grip. This helps rotate the vehicle.
Prevents the vehicle from drifting over the set angle, effectively preventing spin-outs.
If the vehicle gets flipped over FlipOverModule will flip it to be right side up again.
Flip Over Activation determines if the flip over will happen automatically, or if it will wait for user FlipOver input once it detects that the vehicle is flipped over.Flip Over Type determines if the vehicle will get slowly rolled over or instantly flipped over in place.
Module for simulating the fuel system in a vehicle. Fuel consumption gets automatically generated from engine efficiency (average ICE efficiency is used) and fuel energy content. Consumption can be adjusted through Consumption Multiplier.
Amount indicates the amount of fuel currently in the tank while Capacity indicates maximum tank capacity.
NOS (Nitrous Oxide System) module.
SoundComponent which imitates hiss caused by releasing highly pressurised NOS from the bottle.ExhaustFlash effect is enabled it will be active while NOS is active.
TrailerModule works in tandem with TrailerHitchModule. VehicleController that has TrailerModule is able attach to a VehicleController that has TrailerHitchModule.
TrailerHitchModule and TrailerModule.Attachment Point is the point at which the trailer will be attached to the towing vehicle. The script creates a SphereCollider trigger at this point which detects if the TrailerHitchModule Attachment Point is nearby. Attachment Point needs to be a child of the GameObject containing the TrailerModule.Trailer Stand is the object which will be enabled if the trailer is detached and vice versa. It prevents the trailer from tipping forward on trailers with only the back axle.Synchronize Gear Shifts is enabled the trailer object will be kept in the same gear. This allows for powered trailer or vehicles that are constructed out of two Rigidbodies.Also check Trailer Hitch module.
VehicleController with TrailerHitchModule can attach a VehicleController with TrailerModule as a trailer.
TrailerHitchModule and TrailerModule can be present on one vehicle at the same time.AttachmentPoint is the point at which the trailer will be attached. The trailer will be moved so that both trailer and hitch AttachmentPoints are at the same position. This is where the physics joint gets created. Attachment Point needs to be a child of the GameObject containing the TrailerHitchModule.TrailerModule and TrailerHitchModule triggers, pressing 'T' (default key mapping) will connect the trailer.Also check Trailer module.