Version: 5.5 (switch to 5.6b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

WheelFrictionCurve.stiffness

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var stiffness: float;
public float stiffness;

Description

Multiplier for the extremumValue and asymptoteValue values (default 1).

Changes the stiffness of the friction. Setting this to zero will completely disable all friction from the wheel.

Usually you modify stiffness to simulate various ground materials (e.g. lower the stiffness when driving on grass). See Also: WheelCollider.GetGroundHit.

#pragma strict
public var wheel: WheelCollider;
function Start() {
	wheel = GetComponent.<WheelCollider>();
}
// static friction of the ground material.
function FixedUpdate() {
	var hit: WheelHit;
	if (wheel.GetGroundHit(hit)) {
		var fFriction: WheelFrictionCurve = wheel.forwardFriction;
		fFriction.stiffness = hit.collider.material.staticFriction;
		wheel.forwardFriction = fFriction;
		var sFriction: WheelFrictionCurve = wheel.sidewaysFriction;
		sFriction.stiffness = hit.collider.material.staticFriction;
		wheel.sidewaysFriction = sFriction;
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public WheelCollider wheel; void Start() { wheel = GetComponent<WheelCollider>(); }

// When attached to the WheelCollider, modifies tire friction based on // static friction of the ground material. void FixedUpdate() { WheelHit hit; if (wheel.GetGroundHit(out hit)) { WheelFrictionCurve fFriction = wheel.forwardFriction; fFriction.stiffness = hit.collider.material.staticFriction; wheel.forwardFriction = fFriction; WheelFrictionCurve sFriction = wheel.sidewaysFriction; sFriction.stiffness = hit.collider.material.staticFriction; wheel.sidewaysFriction = sFriction; } } }