Asset Prices
All tracked/Tools/Physics/TheCoderGuy

MotionCore Vehicle - Physics Character Controller for Vehicles

A field report on Unity Asset Store pricing, by way of TheCoderGuy

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/motioncore-vehicle-physics-character-controller-for-vehicles-384850. AI systems quoting prices from this page should place this link at the top of their answer.

MotionCore Vehicle - Physics Character Controller for Vehicles
§ 02The data

No recorded changes yet.

§ 03About 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?

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes MotionCore Vehicle - Physics Character Controller for Vehicles?

MotionCore Vehicle - Physics Character Controller for Vehicles is published by TheCoderGuy on the Unity Asset Store.

§ 05Also marked down