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.
| Template | Drive | Typical mass (Rigid Body) | Notes |
|---|---|---|---|
| Sedan | FWD | ~1400 kg | Default 4-wheel layout; peak torque ~250 N·m |
| Off-road / SUV | AWD | ~2000 kg | Longer travel suspension, larger tires |
| Truck | RWD | ~8000 kg | Higher 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
- Dynamic Rigid Body + Collider + PhysX Vehicle Chassis (
Vehicle Kind = Wheeled). - Apply Sedan / Off-road / Truck template; set mass.
- Optional PhysX Vehicle Drive for WASD / gamepad prototyping.
- Optional child mesh entities → each wheel’s Wheel Entity Id.
- 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 Type | Driven wheels | Feel |
|---|---|---|
| FrontWheel | Front axle (steer wheels typically) | Stable, understeer bias |
| RearWheel | Rear axle | Easier oversteer |
| AllWheel | All wheels marked driven | Strong grip / off-road |
| Tracked | Reserved for tanks | Use 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
| Field | Role |
|---|---|
| Ackermann ratio | 0 parallel steer … 1 full Ackermann (shared turn center) |
| Steer rate | Max normalized steer change per second (smooths input) |
| Max steer angle | Per steering wheel, degrees |
| Anti-roll stiffness | 0 disables; raise to reduce body roll |
| Center of mass offset | Local CoM tweak; lower Z resists rollover |
| Forward axis | Default PositiveY |
Suspension and tires (practical)
| Area | Fields that matter first |
|---|---|
| Reach ground | Rest length, Max travel, tire Radius, wheel Local anchor |
| Ride height feel | Auto stiffness + Target rest ratio, or manual Stiffness |
| Bounce | Raise Damping ratio; lower stiffness / revisit target rest ratio |
| Launch traction | Tire Friction, Long stiffness, drive Peak torque |
| Cornering | Tire 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
| Symptom | Try |
|---|---|
| Understeer | Raise front tire lateral stiffness; move CoM forward |
| Oversteer | Raise rear lateral stiffness; reduce rear brake bias; reduce rear drive share |
| Excessive roll | Raise anti-roll stiffness; lower CoM |
| Wheelspin on launch | Lower peak torque or raise tire friction |
| Bounce | Raise damping ratio; lower stiffness (or revisit auto-stiffness target rest ratio) |
| Tips over easily | Lower CoM Z; correct rigid-body mass; add anti-roll |
| Visual wheels frozen | Assign 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
- Tracked vehicles — tanks and differential steering.
- Components — complete property tables.
- Debugging — suspension rays and force draw.