MotionCore Vehicle - Physics Character Controller for Vehicles View on Asset Store (opens in new tab)

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Latest version
1.0
Last updated
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Unity version
6000.4.7 or later
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31 KB
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MotionCore Vehicle - Physics Character Controller for Vehicles

by TheCoderGuy (opens in new tab)

1 rating, too few to average

Free realistic car controller for Unity built on real WheelCollider physics — weight, body roll, speed-sensitive steering, and handbrake drifts.

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Price history

Last 6 months

USD
Price history for MotionCore Vehicle - Physics Character Controller for Vehicles, 6 months Current Free; lowest Free; highest Free in this period. $0 Aug Sep Oct Nov

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MotionCore Vehicle - Physics Character Controller for Vehicles screenshot 1

MotionCore Vehicle - Physics Character Controller for Vehicles screenshot 1

About this asset

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 Basic

  • Real 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.

Features

  • Rear-, front-, or all-wheel drive (RWD / FWD / AWD)
  • Motor torque, braking, reverse, and a soft top-speed cap
  • Per-axle anti-roll bars and speed-scaled downforce for stability
  • Slip-based drift detection from real tire data
  • Chase camera with switchable views (Chase / Far / Hood), toggled with C
  • Keyboard and gamepad support via a clean input contract — or drive it from your own input
  • Wheel visuals driven straight from the physics
  • Every parameter exposed in the Inspector with tooltips for easy tuning

Built to Extend

A 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 Included

  • The WheelCollider-based vehicle controller and a ready-to-use car component
  • Chase camera and input components
  • One-click demo scene builder
  • Full documentation: setup, architecture, tuning, and demo guides
  • Clean, commented C# source with assembly definitions

Requirements

  • Unity 6 (6000.0) or newer
  • Input System package (com.unity.inputsystem)
  • No third-party dependencies

Perfect 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?

From the publisher's Asset Store listing.

Technical details

  • Vehicle physics built entirely on Unity WheelColliders: real per-wheel suspension (spring/damper), tire friction, motor torque, and brake torque
  • Selectable drivetrain: rear-wheel, front-wheel, or all-wheel drive
  • Speed-sensitive steering with configurable lock angles and rate-limited (degrees/second) wheel movement
  • Handbrake system that locks the rear axle and reduces its grip for controllable slides
  • Per-axle anti-roll bars and speed-scaled downforce for stability
  • Reverse, idle/engine drag, and a soft top-speed cap
  • Drift detection derived from real tire sideways slip
  • Chase camera with multiple switchable views (Chase / Far / Hood), cycled with the C key
  • Keyboard 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.GetWorldPose
  • IVehicleSurfaceProvider interface for surface-aware grip (asphalt, grass, sand, ice) — extension point, no detection shipped
  • Extensible by subclassing: protected virtual hooks for motor torque, steering, and drift thresholds — no core modification required
  • Public runtime API: SpeedKph, ForwardSpeed, NormalizedSpeed, IsGrounded, GroundedWheelCount, IsDrifting
  • One-click editor demo-scene builder (under the Tools menu)
  • Every parameter exposed in the Inspector with tooltips
  • Full C# source included, organized with runtime and editor Assembly Definitions
  • Clean namespacing (MotionCore.Vehicle.*); no third-party dependencies
  • Documentation included: setup, architecture, tuning, and demo guides

Compatibility

  • Unity 6 (6000.0) or newer
  • Requires the Input System package (com.unity.inputsystem)
  • Demo materials use URP with an automatic fallback to the Built-in Standard shader

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.4.7f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.