// Pseudo-code logic found in most repos RaycastHit hit; if (Physics.Raycast(wheelTransform.position, -transform.up, out hit, suspensionHeight)) float compressionRatio = (hit.distance / suspensionHeight); float springForce = (1 - compressionRatio) * springStiffness; rb.AddForceAtPosition(transform.up * springForce, wheelTransform.position);
Future work includes: