CarWheelColScript

This is the script attached to the wheel collider of the wheel of a vehicle. The image at the right shows the ideal friction settings for all vehicle set-ups. You should not have to alter the friction properties of the wheel collider component, only the grip variables of this script. Wheel colliders using this physics package will respond to the dynamic friction of physic materials. 0.5 is the default friction. This object along with its children should be on the Ignore Raycast layer.

To adjust the suspension stiffness and strength, change the variables under the "Suspension Spring" catergory in the wheel collider. Spring is the strength, and damper adjusts how fast the suspension is allowed to travel. You should not have to change the target position.

Variables
Visual Wheel - The visual wheel object.

Steered - Is this wheel steered?

Driven - Is this wheel driven? If this is changed at run time, you must call the RecalculateDriveFactor function in the vehicle's VehicleParent script.

Inverse Steer - Should the steering of this wheel be inverted? This is meant to be used on the rear wheels of a vehicle with all-wheel steering.

Ebrake - Does this vehicle utilize the emergency brake?

Camber - Camber angle of the wheel, this does not affect performance.

Caster - Caster angle of the wheel, this does not affect performance.

Wide Col - The horizontal capsule collider of the wheel. Read the WheelEnhance section for more info.

Vert Col - The vertical capsule collider of the wheel. Read the WheelEnhance section for more info.

Grip - Mutiplier for the forward friction of the wheel. This affects the acceleration and braking of the vehicle.

Side Grip - Mutiplier for the sideways friction of the wheel. This affects the turning and drifting of the vehicle.

Popped Radius - The radius of the rim.

Width - The width of the wheel. (Half)

Rim Width - The width of the rim. (Half)

Wheel gizmos are visible in the editor which indicate the radius and width of both the rim and tire. The white wheel represents the tire or whole wheel, and the yellow wheel represents the rim.

WheelEnhance
The image at the right shows a wheel collider and its wideCol and vertCol. These two capsule colliders are meant to represent the sides and top of a wheel. Both of these objects have the WheelEnhance script attached.

You do not have to modify any of the capsule colliders' properties as these are automatically adjusted at run time based on the radius, width, and friction of the wheel.

If your game does not require the use of these colliders, you can simply delete them.