MotionCore Vehicle - Physics Character Controller for Vehicles
TheCoderGuy
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Free realistic car controller for Unity built on real WheelCollider physics — weight, body roll, speed-sensitive steering, and handbrake drifts.A free, realistic car controller for Unity, built on real wheel physics.MotionCore Vehicle Basic gives your game a credible, fun-to-drive vehicle out of the box. It's powered by Unity's WheelCollider system — real per-wheel suspension, tire grip, motor torque, and braking — so cars have genuine weight, body roll, and momentum instead of the floaty "push the rigidbody around" feel of basic kits.The handling is tuned for that open-world sweet spot: realistic and satisfying enough for an RPG or sandbox, planted and forgiving enough that anyone can pick up a controller and drive. Think grounded, GTA-style driving — not a punishing hardcore sim.Why MotionCore Vehicle BasicReal WheelCollider physics — suspension, tire friction, motor and brake torque. No faked forces.Feels like a real car — weight transfer, body roll under cornering, dive under braking, squat on acceleration.Speed-sensitive steering — sharp and nimble when parking, calm and stable at speed, with smooth rate-limited input. No twitchy, on-rails turning.Handbrake drifts — pull the handbrake to swing the rear out for tight corners, then recover cleanly.Drop-in and ready — one menu click builds a fully drivable demo car and scene.FeaturesRear-, front-, or all-wheel drive (RWD / FWD / AWD)Motor torque, braking, reverse, and a soft top-speed capPer-axle anti-roll bars and speed-scaled downforce for stabilitySlip-based drift detection from real tire dataChase camera with switchable views (Chase / Far / Hood), toggled with CKeyboard and gamepad support via a clean input contract — or drive it from your own inputWheel visuals driven straight from the physicsEvery parameter exposed in the Inspector with tooltips for easy tuningBuilt to ExtendA clean, documented API and a protected virtual hook system let you customize torque, steering, and drift behavior by subclassing — without ever editing the core. A surface-grip interface is included so you can add asphalt, grass, sand, or ice handling. Designed as the foundation for a growing family of add-ons (arcade and simulation handling).Public state (SpeedKph, ForwardSpeed, IsGrounded, IsDrifting, and more) makes hooking up HUDs, audio, and gameplay trivial.What's IncludedThe WheelCollider-based vehicle controller and a ready-to-use car componentChase camera and input componentsOne-click demo scene builderFull documentation: setup, architecture, tuning, and demo guidesClean, commented C# source with assembly definitionsRequirementsUnity 6 (6000.0) or newerInput System package (com.unity.inputsystem)No third-party dependenciesPerfect for open-world games, RPGs, driving and racing prototypes, GTA-style sandboxes, and any project that needs a solid, believable car controller you can build on.Want me to also produce the tags/keywords list for the Asset Store fields, or a "Technical Details" section (script list, namespaces, supported render pipelines/input) that the store template usually asks for separately?Vehicle physics built entirely on Unity WheelColliders: real per-wheel suspension (spring/damper), tire friction, motor torque, and brake torqueSelectable drivetrain: rear-wheel, front-wheel, or all-wheel driveSpeed-sensitive steering with configurable lock angles and rate-limited (degrees/second) wheel movementHandbrake system that locks the rear axle and reduces its grip for controllable slidesPer-axle anti-roll bars and speed-scaled downforce for stabilityReverse, idle/engine drag, and a soft top-speed capDrift detection derived from real tire sideways slipChase camera with multiple switchable views (Chase / Far / Hood), cycled with the C keyKeyboard and gamepad input via the Input System, through a decoupled CarInput struct — or feed input from any source with SetInput()Wheel visuals posed directly from physics via WheelCollider.GetWorldPoseIVehicleSurfaceProvider interface for surface-aware grip (asphalt, grass, sand, ice) — extension point, no detection shippedExtensible by subclassing: protected virtual hooks for motor torque, steering, and drift thresholds — no core modification requiredPublic runtime API: SpeedKph, ForwardSpeed, NormalizedSpeed, IsGrounded, GroundedWheelCount, IsDriftingOne-click editor demo-scene builder (under the Tools menu)Every parameter exposed in the Inspector with tooltipsFull C# source included, organized with runtime and editor Assembly DefinitionsClean namespacing (MotionCore.Vehicle.*); no third-party dependenciesDocumentation included: setup, architecture, tuning, and demo guidesCompatibilityUnity 6 (6000.0) or newerRequires the Input System package (com.unity.inputsystem)Demo materials use URP with an automatic fallback to the Built-in Standard shaderDocumentation: AI helped draft and structure the included documentation (README, setup, architecture, and tuning guides) and the inline code comments and tooltips.Store listing: AI assisted in drafting the marketing copy and descriptions on this Asset Store page.All AI-assisted output was reviewed, tested, and tuned by me. No AI-generated art, audio, 3D models, or other media assets are included — the package contains only original C# source code, and the demo scene is built procedurally from Unity's built-in primitive meshes and shaders




