Suspension
Independent suspension and per-wheel contact are described for all four wheels.
VEHICLE SYSTEM / 04 CONTACT POINTS
Independent suspension and tire forces are at the center of the vehicle system described for BlueSky Engine.
See the setup valuesVehicle capabilities and setup values on this page are from the supplied project description. Exact runtime behavior and editor controls are not verified against engine source here.
01 / MODEL
Independent suspension and per-wheel contact are described for all four wheels.
The project description names slip ratio and slip angle calculations, alongside drift mechanics.
Aerodynamic downforce, stability control, and automatic transmission are listed.
Chase-camera smoothing and bone-driven wheel animation are also listed.
02 / FIRST SETUP
Values below reproduce the car setup example in the supplied README. They are a starting configuration, not a handling prescription.
Numbers and options copied from the project description. Units are not specified there.
03 / EDITOR WORKFLOW
The described workflow, in order.
Bring a rigged GLTF or FBX car model into the Content Browser.
Place the imported car entity in the scene or viewport.
Add a Rigidbody and Box Collider, then add the Car Controller.
The project tip suggests bone names FR, FL, RR, and RL for the four tires.
The project description shows a script component for gameplay control.
Editor button names and drag-and-drop behavior are described by the project README and have not been tested in this website workspace.
NEXT / ENGINE SYSTEMS