Steering

Handles vehicle steering with support for Ackermann geometry, speed-sensitive steering, and visual steering wheel animation.
If the vehicle is not steering, check WheelGroup settings. All WheelGroups with SteerCoefficient set to 0 will not steer.
Steer Angle
| Property | Description |
|---|---|
Maximum Steer Angle |
Maximum angle in degrees that wheels can achieve. Multiplied by WheelGroup.SteerCoefficient to get final axle steer angle. Typical values: sports car (15-25deg), sedan (25-30deg), truck (35-45deg) |
Use Raw Input |
Bypasses all input processing (smoothing, speed sensitivity, rate limiting). Use for arcade-style games or custom processing |
Input Processing
Only applies when Use Raw Input is disabled.
| Property | Description |
|---|---|
Speed Sensitive Steering Curve |
Reduces max steering angle at high speeds for stability. X: Normalized speed (0-1 = 0-50 m/s), Y: Steer angle multiplier (0-1) |
Linearity |
Maps steering input (X) to output (Y). Use S-curve for precise center control |
Smooth Time |
Time in seconds for steering to reach target angle using SmoothDamp. Sports car: 0.04-0.06s, sedan: 0.06-0.10s, truck: 0.10-0.15s |
Degrees Per Second Limit |
Maximum steering rate in deg/s. Limits how fast wheels can turn. Heavy machinery: 60-120, sports car: 300-500 |
Speed Sensitive Steering Rate Curve |
Reduces steering rate at higher speeds for keyboard/gamepad control. X: Normalized speed (0-1 = 0-50 m/s), Y: Rate multiplier (0-1) |
Return To Center |
Wheels return to neutral when input is released |
Counter Steer Rate Multiplier |
Multiplier (1-5x) for steering speed when counter-steering (steering opposite to vehicle slip). Allows faster oversteer recovery. Typical: 2-4x for keyboard |
Counter Steer Slip Threshold |
Vehicle slip angle in degrees before counter-steer rate boost activates |
Steering Wheel
| Property | Description |
|---|---|
Steering Wheel |
Optional Transform to rotate for visual feedback. Rotates around Z-axis |
Steering Wheel Turn Ratio |
Multiplier converting wheel angle to visual steering wheel rotation. Simulates steering ratio. Sports car: 12-15, sedan: 16-18, truck: 20-24. Use negative value to reverse rotation direction |
Steering Assist
Automated counter-steer assistance for high-speed stability. Disabled by default (Steering Assist Strength = 0).
| Property | Description |
|---|---|
Steering Assist Strength |
Assist strength (0 = disabled, 1 = full assist). Automatically adds counter-steer when vehicle is sliding |
Assist Slip Threshold |
Vehicle slip angle in degrees before assist activates. Lower = more sensitive |
Assist Min Speed |
Minimum speed in m/s for assist to activate. Prevents intervention at low speeds |
Assist Speed Curve |
Assist strength by speed (X: 0-50 m/s normalized, Y: strength multiplier 0-1) |
Assist Max Angle |
Maximum correction angle in degrees the assist can add |
Assist Counter Steer Reward |
Reduces assist (0-1) when player is already counter-steering correctly. Rewards skilled players |
Assist Counter Steer Threshold |
Minimum steering angle in degrees to detect counter-steering |
PD Controller
The steering assist uses a PD (Proportional-Derivative) controller.
| Property | Description |
|---|---|
Assist Proportional Gain |
kP gain (0.1-2.0). Controls response to current slip angle |
Assist Derivative Gain |
kD gain (0-1.0). Dampens oscillations |
Assist Derivative Smoothing |
Derivative smoothing time in seconds. Reduces noise |
Assist Output Smoothing |
Output smoothing time in seconds. Prevents sudden corrections |
Advanced
| Property | Description |
|---|---|
External Added Angle |
Angle added directly to final steering calculation, bypassing all processing. Used for motorcycle balancing, lane-keep assist, or stability systems |
Related
- Input Setup
- WheelGroup - Steering