Class WheelSkidComponent
Sound of tires skidding and sliding across surfaces. Plays when wheels experience lateral or longitudinal slip beyond the skid threshold. Volume increases with slip amount and vehicle speed. Audio clips and settings are defined per-surface in SurfacePresets, allowing different skid sounds for asphalt, gravel, dirt, etc. Automatically switches clips when the dominant surface changes.
Inherited Members
Namespace: NWH.VehiclePhysics2.Sound.SoundComponents
Assembly: NWH.VehiclePhysics2.dll
Syntax
[Serializable]
public class WheelSkidComponent : SoundComponent
Properties
AudioMixerGroup
Gets the Audio Mixer Group this component's AudioSource should output to. Used to route audio through the vehicle's audio mixer for processing and mixing.
Declaration
public override AudioMixerGroup AudioMixerGroup { get; }
Property Value
| Type | Description |
|---|---|
| AudioMixerGroup |
Overrides
ContainerGO
Gets the GameObject container where the AudioSource should be created. Used to position audio sources at specific locations on the vehicle.
Declaration
public override GameObject ContainerGO { get; }
Property Value
| Type | Description |
|---|---|
| GameObject |
Overrides
InitLoop
Gets whether the AudioSource should loop continuously. Override in derived classes to enable looping for continuous sounds like engine running.
Declaration
public override bool InitLoop { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Overrides
InitPlayOnAwake
Gets whether the AudioSource should automatically play on awake. Override in derived classes to enable automatic playback on initialization.
Declaration
public override bool InitPlayOnAwake { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Overrides
InitializeWithNoClips
Gets whether this component can be initialized without any audio clips assigned. Most components require at least one clip to function.
Declaration
public override bool InitializeWithNoClips { get; }
Property Value
| Type | Description |
|---|---|
| bool |
Overrides
Priority
Gets the priority level for the AudioSource. Lower values indicate higher priority. Range is 0 (highest) to 256 (lowest). Used by Unity's audio system when the maximum number of audio sources is reached.
Declaration
public override int Priority { get; }
Property Value
| Type | Description |
|---|---|
| int |
Overrides
Methods
VC_Update(float)
Frame-rate dependent update called every frame. Override for visual updates and input handling.
Declaration
public override void VC_Update(float DeltaTime)
Parameters
| Type | Name | Description |
|---|---|---|
| float | DeltaTime | Time elapsed since last Update in seconds |
Overrides
Remarks
Only called when the component is active (initialized and enabled). Use for visual effects, UI updates, and other frame-dependent operations. Avoid physics calculations here - use VC_FixedUpdate instead.