PhysX Vehicle wheeled vehicles

Wheeled mode uses the chassis wheel array, a simplified powertrain, and a linear tire model with a friction-circle clamp. Start from a template, match anchors to your mesh, then tune grip and handling.

Templates

On PhysX Vehicle Chassis, choose a template and click Apply Template. Applying a template replaces the chassis configuration.

TemplateDriveTypical mass (Rigid Body)Notes
SedanFWD~1400 kgDefault 4-wheel layout; peak torque ~250 N·m
Off-road / SUVAWD~2000 kgLonger travel suspension, larger tires
TruckRWD~8000 kgHigher torque / brake; 4-wheel simplification of a truck (not multi-axle)

Mass is not written by the template—set it on the PhysX Rigid Body yourself.

Default wheel anchors assume O3DE forward = +Y, up = +Z. Move anchors so rays hit the ground with the intended rest compression when the vehicle sits on its collider clearance.

Assembly checklist

  1. Dynamic Rigid Body + Collider + PhysX Vehicle Chassis (Vehicle Kind = Wheeled).
  2. Apply Sedan / Off-road / Truck template; set mass.
  3. Optional PhysX Vehicle Drive for WASD / gamepad prototyping.
  4. Optional child mesh entities → each wheel’s Wheel Entity Id.
  5. Do not add PhysX Vehicle Track on a wheeled car (Track forces tracked mode).
Car (Entity)
├── PhysX Rigid Body + Collider
├── PhysX Vehicle Chassis (Wheeled)
├── PhysX Vehicle Drive (optional)
├── Body mesh (optional)
└── WheelVisual_FL … RR (optional, linked via Wheel Entity Id)

Drive layouts

Drive TypeDriven wheelsFeel
FrontWheelFront axle (steer wheels typically)Stable, understeer bias
RearWheelRear axleEasier oversteer
AllWheelAll wheels marked drivenStrong grip / off-road
TrackedReserved for tanksUse Track component instead

Open differential: engine torque is split evenly across driven wheels. Per-wheel Is Driven still matters when combined with drive type.

Handbrake locks the rear for skids. Auto shift uses up / down RPM thresholds when enabled; otherwise call SetGear (reverse < 0, neutral 0, forward > 0). Reverse gear ratio is derived from the first forward ratio.

Steering and chassis helpers

FieldRole
Ackermann ratio0 parallel steer … 1 full Ackermann (shared turn center)
Steer rateMax normalized steer change per second (smooths input)
Max steer anglePer steering wheel, degrees
Anti-roll stiffness0 disables; raise to reduce body roll
Center of mass offsetLocal CoM tweak; lower Z resists rollover
Forward axisDefault PositiveY

Suspension and tires (practical)

AreaFields that matter first
Reach groundRest length, Max travel, tire Radius, wheel Local anchor
Ride height feelAuto stiffness + Target rest ratio, or manual Stiffness
BounceRaise Damping ratio; lower stiffness / revisit target rest ratio
Launch tractionTire Friction, Long stiffness, drive Peak torque
CorneringTire Lat stiffness, front/rear bias, CoM Y, Ackermann

Use Magic Formula is reserved and unused—keep it off. Tire width mainly affects visuals / future sweep use; the shipped contact is ray-based.

Full field tables: Components.

Tuning tips

SymptomTry
UndersteerRaise front tire lateral stiffness; move CoM forward
OversteerRaise rear lateral stiffness; reduce rear brake bias; reduce rear drive share
Excessive rollRaise anti-roll stiffness; lower CoM
Wheelspin on launchLower peak torque or raise tire friction
BounceRaise damping ratio; lower stiffness (or revisit auto-stiffness target rest ratio)
Tips over easilyLower CoM Z; correct rigid-body mass; add anti-roll
Visual wheels frozenAssign Wheel Entity Id on each wheel config

Visual sync

After each sub-step, when Wheel Entity Id is set, the solver updates that entity’s transform for suspension compression, steer, and spin. Body meshes are authored separately and are not auto-driven.

Next steps


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