NWH Vehicle Physics 2
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    FFB Input Provider (Steering Wheel Support)

    FFBInputProvider adds steering wheel support with force feedback (FFB) to NWH Vehicle Physics 2 using the DirectInput API. It works with any DirectInput-compatible device including Logitech, Thrustmaster, Fanatec, Moza, Simagic, Simucube, and other manufacturers.

    Warning: This script requires two front wheels to function.

    Features

    • Physics-based force feedback using self-aligning torque (SAT) equation
    • Support for all DirectInput-compatible steering wheels
    • Per-vehicle FFB tuning via FFBVehicleSettings
    • Suspension bump feedback (feel road surface through steering)
    • Engine resonance effect (feel RPM at idle)
    • Weight transfer feedback
    • Collision effects

    Compatible Devices

    All DirectInput-compatible devices work, including:

    Device Status
    Simucube 2 Pro/Ultimate Verified
    Fanatec DD1/DD2/CSL DD Verified
    Moza R9 Verified
    Simagic Alpha Verified
    Logitech G29/G920/G923/PRO Verified
    Thrustmaster TX/T300 Verified

    Setup

    1. Install Unity-DirectInput Package

    Add the Unity-DirectInput package via Unity Package Manager:

    1. Open Window > Package Manager
    2. Click the + button and select Add package from git URL
    3. Enter: https://github.com/imDanoush/Unity-DirectInput.git
    4. Click Install
    5. Restart Unity after installation

    2. Import the DirectInput FFB Sample

    1. Open Window > Package Manager
    2. Find NWH Vehicle Physics 2 in the list
    3. Expand Samples
    4. Import DirectInput FFB Sample

    3. Add FFBInputProvider to Scene

    1. Add the FFBInputProvider prefab from the sample to your scene, OR
    2. Add the FFBInputProvider component to any GameObject

    The input provider will automatically detect and attach to the first FFB-capable device.

    4. Configure Input Mappings

    Configure your device's axis and button mappings via the DIInputManager component:

    Default Axis Mappings:

    • Steering: X axis (0-1 range)
    • Throttle: Y axis
    • Brake: Z rotation
    • Clutch: Z axis

    Default Button Mappings:

    • Shift Up/Down: Paddles or sequential shifter
    • H-Pattern: Buttons for each gear position

    FFBInputProvider Settings

    Hardware Configuration

    Setting Description
    wheelbaseTorque Maximum torque output of your wheel in Nm. Examples: G29 = 2-3 Nm, T300 = 4-5 Nm, CSL DD = 5-8 Nm, Simucube Pro = 25 Nm
    deviceRotationRange Physical wheel's maximum rotation in degrees (e.g., 900)
    steeringSensitivity Multiplier for steering input

    Force Feedback Settings

    Setting Description
    overallEffectStrength Master multiplier for all FFB forces (0 = disabled)
    casterAngle Caster geometry for mechanical trail. 3-7 for road cars, 8-12 for race cars
    centeringForceStrength Strength of centering based on suspension compression
    lowSpeedFriction Steering resistance when stationary
    friction Steering resistance at speed
    collisionEffectMultiplier Multiplier for collision impact feedback

    Effect Curves

    Setting Description
    forceFeedbackEffect Curve controlling FFB strength vs steering angle
    springEffect Curve controlling centering force vs steering angle

    Secondary Effects

    Setting Description
    suspensionBumpStrength Feel road surface (curbs, potholes) through steering
    suspensionBumpThreshold Minimum suspension velocity (m/s) to trigger bump feedback. Lower = more sensitive
    longitudinalWeightTransferStrength Heavier steering under braking, lighter under acceleration
    engineResonanceStrength Feel engine vibration at idle
    engineResonanceRpmFalloff How quickly engine resonance fades as RPM increases. Higher = fades faster
    engineResonanceSpeedFalloff Speed (m/s) at which engine resonance is halved. Road feedback dominates at higher speeds
    trueCenterSpringStrength Force pulling wheel to true center
    collisionEffectMultiplier Multiplier for collision impact feedback
    collisionWaitDuration Duration (seconds) to disable FFB forces after collision impact (0.05-1.0)

    Per-Vehicle Tuning

    Add the FFBVehicleSettings component to your VehicleController GameObject for per-vehicle FFB customization.

    Force Scaling

    Setting Description
    overallCoeff Overall FFB strength multiplier
    satCoefficient Self-aligning torque strength
    mechanicalTrailCoeff Mechanical trail contribution (0 = pneumatic only, 0.35 = realistic)
    centeringCoeff Centering force multiplier

    Steering Geometry

    Setting Description
    casterAngle Vehicle-specific caster angle (0 = use global)
    wheelRotationRange Steering wheel rotation for this vehicle

    Friction

    Setting Description
    frictionCoeff At-speed friction multiplier
    lowSpeedFrictionCoeff Stationary friction multiplier

    Advanced Physics

    Setting Description
    longitudinalCoeff Braking/acceleration torque contribution
    scrubRadius Scrub radius in meters (typical: 0.01-0.03m)
    scrubEffectStrength Tire scrub vibration intensity
    relaxationTime Force filtering time (lower = responsive, higher = smooth)

    Troubleshooting

    Device Not Detected

    • Ensure Unity-DirectInput package is installed
    • Restart Unity after installation
    • Check that your device appears in Windows Game Controllers
    • Try disconnecting and reconnecting the device

    Slow Enumeration

    DirectInput device enumeration can occasionally take up to 60 seconds due to a Windows bug. USB Audio DACs and certain keyboards (e.g., Corsair) can cause this. Try disconnecting non-essential USB devices.

    Force Feedback Not Working

    • Verify overallEffectStrength is greater than 0
    • Check wheelbaseTorque matches your wheel's actual torque output
    • Ensure the vehicle has at least 2 front wheels with WheelControllers
    • Check DIInputManager shows your device as FFB-capable

    Requirements

    • Unity-DirectInput package
    • Unity's Input System package
    • Windows 10/11 (DirectInput is Windows-only)
    • DirectInput-compatible steering wheel with force feedback
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