PhysX Vehicle tracked vehicles

Tracked mode shares the chassis solver but replaces car tires with anisotropic track friction (easy to roll longitudinally, strong lateral grip). Road wheels are generated from PhysX Vehicle Track geometry—they are not authored as ordinary car wheels.

Assemble a tank

  1. Dynamic rigid body + collider; mass ≈ 35000 kg for the medium-tank preset.
  2. PhysX Vehicle Chassis → Template TankApply Template (Vehicle Kind = Tracked, empty wheel list).
  3. Add PhysX Vehicle TrackApply Tank Track Preset (6 road wheels per side, track half-width 1.4 m, max track speed 12 m/s, …).
  4. Optionally add PhysX Vehicle Drive (same W/A/S/D mapping; steer becomes differential left / right track speed).
Tank (Entity)
├── PhysX Rigid Body + Collider
├── PhysX Vehicle Chassis (Tracked)
├── PhysX Vehicle Track
├── PhysX Vehicle Drive (optional)
└── Track / road-wheel visuals (optional)

On activate, the Track component pushes its configuration into the chassis and enables tracked solving. Without Track (or with the wrong vehicle kind), the vehicle will not behave as a tank.

Differential steering

InputEffect
Equal left / right track speedStraight
Speed differenceTurn toward the slower track
Opposite directions (drive ≈ 0, steer ≠ 0)Pivot / neutral turn

With PhysX Vehicle Drive, throttle sets overall track demand and steer biases left vs right. For direct differential control from script / AI:

PhysXVehicle::VehicleControlRequestBus::Event(
 chassisEntityId, &PhysXVehicle::VehicleControlRequests::SetTrackThrottle,
 leftThrottle, rightThrottle); // typically [-1, 1], scaled to max track speed

Read telemetry from VehicleStateRequestBus:

APIUse
GetTrackSurfaceSpeedLeft / RightCommanded surface speed (m/s)
GetTrackTravelDistanceLeft / RightAccumulated travel (m) for UV scroll

Left and right travel advance independently when turning—drive material UV offsets from these values.

Track geometry fields

FieldRole
Road wheels per sideContact count per track (default 6)
Track half-widthLateral distance from center line to each track (m)
First wheel offset YLongitudinal position of the front-most road wheel (m)
Wheel spacingGap between consecutive road wheels (m)
Suspension top ZAnchor height in chassis local up (m)
Wheel radiusRoad-wheel radius (m)
Suspension (shared)Rest length, travel, stiffness / auto-stiffness, damping

Road wheels are built in chassis local space from forward / right axes derived from Forward axis on the chassis.

Anisotropic friction

FieldRole
Long friction / long gainLongitudinal traction along the track
Lat friction / lat gainSide-slip resistance (usually much higher)
Max track speedSurface-speed clamp (m/s)

Tuning:

SymptomTry
Pivot turn jitterLower long / lat gains; keep physics fixed step stable
Climbing slipsRaise long friction or add road wheels
Hull slides sidewaysRaise lat gain / lat friction
Too slow top speedRaise max track speed and/or drive peak torque on the chassis drive config

Visuals

  • Track / sprocket / road-wheel meshes are authored like any other renderables.
  • Use GetTrackTravelDistance* for belt UV scrolling; the Gem does not auto-scroll materials.
  • Ordinary Wheel Entity Id pose sync applies to generated road-wheel configs if you assign entities after generation—most tank visuals instead key off travel distance.

Next steps


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