MotionCore Vehicle - Physics Character Controller for Vehicles
By TheCoderGuy
Rated 0.0/5 from 1 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-07-15 2026-07-22 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About MotionCore Vehicle - Physics Character Controller for Vehicles
- Theme > Modern
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.