VehicleWheel

    Category: Core

    Physics object that simulates the behavior of a wheel.

    Properties

    get_skidinfo ( ) const
    is_in_contact ( ) const

    Description

    This node needs to be used as a child node of and simulates the behavior of one of its wheels. This node also acts as a collider to detect if the wheel is touching a surface.

    • float damping_compression
    Setterset_damping_compression(value)
    Getterget_damping_compression()

    The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car.


    • damping_relaxation
    Setterset_damping_relaxation(value)
    Getterget_damping_relaxation()

    The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the damping_compression property. For a value of 0.3, try a relaxation value of 0.5


    • float suspension_max_force

    • suspension_stiffness
    Setterset_suspension_stiffness(value)
    Getterget_suspension_stiffness()

    This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car.


    Setterset_suspension_travel(value)
    Getterget_suspension_travel()

    This is the distance the suspension can travel. As Godot measures are in meters keep this setting relatively low. Try a value between 0.1 and 0.3 depending on the type of car .


    Setterset_use_as_steering(value)
    Getteris_used_as_steering()

    If this wheel will be turned when the car steers.


    • use_as_traction

    If this wheel transfers engine force to the ground to propel the vehicle forward.


    • float wheel_friction_slip
    Setterset_friction_slip(value)
    Getterget_friction_slip()

    This determines how much grip this wheel has. It is combined with the friction setting of the surface the wheel is in contact with. 0.0 means no grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the rear wheels slightly lower than the front wheels, or use a lower value to simulate tire wear.


    • wheel_radius
    Setterset_radius(value)
    Getterget_radius()

    The radius of the wheel in meters.


    Setterset_suspension_rest_length(value)
    Getterget_suspension_rest_length()

    This is the distance in meters the wheel is lowered from its origin point. Don’t set this to 0.0 and move the wheel into position, instead move the origin point of your wheel (the gizmo in Godot) to the position the wheel will take when bottoming out, then use the rest length to move the wheel down to the position it should be in when the car is in rest.


    • wheel_roll_influence

    This value effects the roll of your vehicle. If set to 0.0 for all wheels your vehicle will be prone to rolling over while a value of 1.0 will resist body roll.

    Method Descriptions

    Returns a value between 0.0 and 1.0 that indicates whether this wheel is skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 means not skidding (the wheel has full grip, e.g. dry asphalt road).


    • bool is_in_contact ( ) const

    Returns if this wheel is in contact with a surface.