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What are the most suitable values for the wheels of a train?
Hello to all,
I'm building the collider for the wheels of a train.
Can you suggest what values ( forward, Sideways Friction ) are more suited to this type of wheel.
Thank you very much
Are you building a collider??? I'd like to know about that!!
is it possible to implement custom colliders in unity ?
yes it is BUT. mesh collider takes loads loads loads of resources and efficiency.
we usually just use spheres and things like that. it takes way less data to process.
you can import mesh collider with blender.
you can even create 1 but takes loads of knowledge and math to do it.
this was comment answer
mesh colliders are not custom colliders. and they don't collide with each other. He is talking about building a custom collider, I think.
The OP is asking what are the best values to use for a Wheel Collider : http://docs.unity3d.com/Documentation/Components/class-WheelCollider.html
Xtro : I don't know where you are getting your information from. No-one has mentioned custom collider. Anything that is not using a native primitive mesh would be a mesh collider, and as a mesh can be anything, it could be called a 'custom' collider. And if mesh colliders didn't collide with each other, we would all be in trouble. $$anonymous$$ost problems with mesh colliders not working is because they are not set to convex.
Please don't take offense, I am merely trying to clarify the issue on behalf of the OP.
"building a collider" is very different concept than "building a model for the mesh collider"
if you say "I'm building a collider", I understand you are trying to write a new custom collider class.
I get my information from Logic. No offense.
Answer by Meltdown · Aug 22, 2013 at 11:27 PM
There are no pre-defined settings for your wheel colliders that will work well for your train. The train mass, powertrain and your terrain will each add in factors of their own.
You'll need to get a basic prototype working and tweak the values yourself until you find something that feels right according to the type of game you're making, whether it be an arcade game or a simulation.
O$$anonymous$$, it is a simulation! I'm going to attempt :-)
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