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I'm afraid this asset is not where it needs to be for me. Like a few others said, in motion this works nicely, but when stationary there are jitter issues. Even in the demo, the vehicle has a small constant jitter despite being on a flat plane. I added this to my own vehicles and they noticeably slide sideways slowly, despite brakes applied, correct scale/rotation, 120Hz timestep and anything else mentioned in the troubleshooting.
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0
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퍼블리셔 답변:
4 months ago에 답변됨
Hello,
I am always working to improve the asset. There is a major rewrite that aims to improve floating point inaccuracy, how transforms are handled and add sub-stepping. The issue that you mention can usually be solved by lowering the center of mass.
Thank you for your honest review.
Aron
The demo is great, not mind blowing but promising. Tried recreating this from scratch on a vehicle and it is hell to tune.
The default values are so far out from even the demo scene that they are nonsensical.
Even when using the values on the demo vehicle the one I made from scratch is only stable in motion. The moment my vehicle is stationary it slides sideways down slopes, rotates on the spot and all kinds of bollocks.
I like the attention to details like camber change/degree compression etc., but this is a such a pain in the arse to tune it isn't worth the time for me unless the driving is a very very large aspect the project and in that case I think there are some other assets that would provide a better experience.
I'm sure I'm missing something but with half the document links going to non existent web pages and the default values being entirely unusable I'm gonna give the same effort and just move on from this asset.
Ps, figured it out why the vehicle didnt stay stationary. The main vehicle object has to have the "vehicle" tag.... didn't see that mentioned in the setup (some might see this as a red flag in terms of architecture but thats how it works).
Starting to feel like this is a spinoff of the larger vehicle physics asset and therefore is getting very very little attention.....
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3
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C
Worse than Nvidia PhysX
a year ago
CodeExplodeStudios이전 버전 12.2
I purchased this asset some time ago in hopes of resolving issues with the NVIDIA PhysX wheel collider. Unfortunately, this has been the most disappointing asset I’ve ever bought. I reached out to the developer for guidance on how to use it, only to receive a vague response suggesting that I check the Wheel UAPI, which is unclear and difficult to follow.
The documentation is severely lacking—both the online resources and the provided instructions are poorly structured, with no clear examples or code snippets to demonstrate proper usage. This makes the asset nearly impossible to implement effectively.
If I could give this asset less than one star, I would. I cannot recommend it to anyone looking for a functional and well-supported solution.
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1
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퍼블리셔 답변:
a year ago에 답변됨
Thank you for your feedback.
I suggested WheelUAPI because it is the interface that interfaces with both WheelController and WheelCollider. Also, it lists all the important properties such as MotorTorque, BrakeTorque, etc.
that are available. This means you can quickly check the equivalents between both, and the APIs are very similar.
Every field on the asset has a tooltip explanation and there is documentation covering the fields on the website. It would be great to get more detail on which parts need improving.
Regards,
Aron
Hi, I have used this for +3 years and I'd say while Unity's default WheelCollider works for many use cases, this asset takes vehicle and simulator development to the next level by addressing some key limitations. I’ll explain why it stands out, and why it might even be a better option than NVIDIA PhysX's Volumetric Wheels for many projects.
When working with vehicle physics, two of the most significant challenges are friction calculation and ground detection. Unity's default WheelCollider, derived from the NVIDIA PhysX engine, offers a basic but efficient solution using a 2D disc and a single raycast for ground detection. While this makes it lightweight and performant, it also introduces limitations. The WheelCollider cannot detect surface bumps or dips in detail, either laterally or longitudinally. NVIDIA addressed this by introducing volumetric wheel simulations in their PhysX middleware which made it a full 3D volume collision simulation as well, but Unity has yet to implement this feature natively.
Developers seeking more accurate ground detection and object collision can attempt to build volumetric wheel simulations by referencing NVIDIA’s official PhysX GitHub repository, where C++ examples are available. However, this can be a complex and highly resource-intensive process, often sticking with custom raycast or spherecast solutions or simply adapting the existing WheelCollider component might be the better strategies.
The real standout feature of this asset lies in how it handles friction and force calculations. The Pacejka tire model is the gold standard for friction simulation in vehicle physics, but implementing it in a way that is both accurate and efficient even for mobile real-time applications is extremely challenging. This asset simplifies the Pacejka model significantly while maintaining prime accuracy, making it an invaluable tool for developers who need reliable tire friction calculations and 3D surface ground detection without heavy computational costs.
However, it’s worth noting that while this asset offers lightweight and efficient solutions, it is not suitable for highly detailed 3D tire simulations or AAA-level racing simulators out-of-the-box. The lack of sweeping lateral and longitudinal ground detection, as well as limitations in simulating the full surface of the tire (e.g., the top, far front, far rear, and the sides), makes it unsuitable for projects that demand this level of realism, such as Monster Truck simulations. Additionally, the asset does not implement a complete full Pacejka model out of the box, which may be a drawback for those requiring total high-fidelity simulation accuracy.
That said, the asset is built with flexibility in mind, and with support from the active community on its official Discord server, we were able to extend its functionality. For example, I successfully added forward, backward, and side tire collision simulations so that monster truck simulations were possible, as well as a basic audio simulation which I shared most of the codes there along with the others. The community added the Pacejka 5.2 model for much more accurate tire dynamics - yet the NWH's is just perfect for up to sim-cade/semi-sim cases IMO. All of these can be found, somewhat with the codes and concepts in the discord server. The author is also working on an interface that will allow developers to plug in their own custom friction models, which is a promising feature for future updates.
Worthy noting that it has features that are very useful like an interface called WheelCollider UAPI to make it backward compatible with the projects that used Unity's WheelCollider and have the same/close property names of the said collider, as well as TyreWear script to facilitate working on tire wear simulations, Editor Gizmos, Not needing other colliders being placed on top of it, two direction slip calculation (latitudinal and longitudinal slip) as it is Pacejka-based, and many other cool quirks and features.
In summary, this asset strikes an excellent balance between performance and realism, making it well worth its price, especially for projects that don’t require full volumetric wheel simulation for remarkably high-fidelity tire simulations. The ongoing support and active community further enhance its value.
Additionally, the asset simulates suspensions in a smart way that lets you adjust suspension length independent of its spring force, supports camber, and more. Needless to say, the same developer offers NWH Vehicle Physics, another asset that includes this system and expands on it with motorcycles, two-wheeled vehicles, monster trucks, trailers, and more ready-to-use prefabs. I bought that asset and got free access to this asset.
Kind regards!
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6
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P
Simply a Must-Have if you are building a generic Car game
a year ago
Patrickmol이전 버전 13.1
This asset allows you to improve the workflow of the standard Unity's Wheel Collider.
Ground detection is now based on a 3D cylinder instead of a 2D line pointing downwards from the center.
Positive traits:
- The developer is available for help and information
- The Asset is updated constantly and is not outdated at all
- The Asset seems to be lightweight performance wise
- The better ground detection helps with realism in almost every Car game (except for racing ones maybe)
- It's really easy to rewrite the code from Unity's Wheel Collider to the WheelController (wheel.motorTorque = x -> wheel3D.MotorTorque = x)
- Great documentation, even if a bit outdated to some extent, it's really useful and helps getting the WheelController to work properly
- Source code open for changes. In my particular case I was able to solve an issue related with my game thanks to this.
Negative traits:
- I still need to find one
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R
Can you please make the car prefab work when scaled?
2 years ago
Rispat-Momit이전 버전 11.24f3
Scaling up the prefab example car destroys the mechanics. Otherwise it works great!
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퍼블리셔 답변:
2 years ago에 답변됨
Hello,
It is mentioned that the root scale and the WheelController scale need to be 1. You are free to scale all the other parts of the vehicle, including the body, wheel meshes, etc.
The reason why the scaling of physics bodies is not recommended is because the assumption that 1 unit = 1 meter needs to be kept for a lot of areas of physics to work. Even gravity in Unity with scaled Rigidbodies will not work properly, velocities will be way off, amongst other things.
So this will not be implemented.
Regards,
Aron
Please debloat the package, its unclear which scripts are actually needed and used by the system, working in a big project we don't want to import 50 scripts, demo assets, post processing settings, etc. this should really be packaged separately.
As for the functionality itself, I still need to play with it more, but great job making an alternative to the built in wheel colliders which aren't the best.
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1
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퍼블리셔 답변:
2 years ago에 답변됨
Hello,
I am really sorry that you feel like that about the asset. I have a policy of including everything that is seen in the demo with the asset and that is the reason there are models, textures, etc.
If you want to have just the files that are needed leave only the following:
- NWH / WheelController / Scripts
- NWH / WheelController / Editor
- NWH / WheelController / Resources
- NWH / Common / Scripts / NUI
If you do not need custom editor then just the Scripts and Resources folder will do, but that will make the inspector harder to navigate.
I understand that in larger projects file size is an issue, but note that none of the extra files get included in the build, and the Resources folder is size-optimized.
Regards,
Aron
Very good, but the wheel at high speed when it goes up on a sidewalk (hub) jumps and flips the car... in addition to the complication of configuring it perfectly... otherwise it is perfect and functional
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퍼블리셔 답변:
2 years ago에 답변됨
Hello,
thank you for leaving the review.
If your car flips over at high speed when going over a curb it most likely means that your suspension does not have enough travel to soak up the hit and instead bottoms out and causes the fallback piece of code for bottoming out to be activated, which is about equal to hitting a bump stop on a real suspension. So, try using a bit longer suspension travel and make sure that the suspension at rest is only about 30% compressed. If it is more than that, increase the spring force. Increasing the damper bump value will help too as the suspension will be harder to bottom out when going over bumps/steps/curbs.
Hope this helps,
Regards,
Aron
R
A Top Quality Asset
3 years ago
Red_Wolf_Games이전 버전 1.8.3a
This is an excellent wheel controller, with very good physics, many options, and is just overall put together nicely.
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2
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F
Powerful, easy, fun!
3 years ago
Forty_Hippos이전 버전 1.9.0
- This one is great! Within about 5 minutes I had a working drivable car using my own vehicle models. Other wheel controllers I've tried have been too complicated or clunky.
- It comes with a useful demo scene w/ 2 demo vehicles. Also includes car and camera controller scripts.
- Documentation is easy to understand.
- Note: If you want to use this controller on your own assets, you need the wheel assets to have the correct coordinate space (y up, z forward, x right).
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2
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