public Node CreateWheel(Sprite2D sprite, Vector2 relativePosition, float radius, int suspensionFrequency, float suspensionDamping, ParticleEffect2D particles, float distanceToEmitParticles) { Node wheelNode = Racer2D.CreateSpriteNode(sprite); wheelNode.SetPosition2D(relativePosition); // CreateSpriteNode adds a RigidBody for us, so we get it here RigidBody2D wheelRigidBody = wheelNode.GetComponent <RigidBody2D>(); // We activate CCD wheelRigidBody.SetBullet(true); Racer2D.AddCollider <CollisionCircle2D>(wheelNode).SetRadius(radius); // The Box2D wheel joint provides spring for simulating suspension ConstraintWheel2D wheelJoint = Node.CreateComponent <ConstraintWheel2D>(); wheelJoint.SetOtherBody(wheelRigidBody); wheelJoint.SetAnchor(relativePosition); wheelJoint.SetAxis(Vector2.UnitY); wheelJoint.SetFrequencyHz(suspensionFrequency); wheelJoint.SetDampingRatio(suspensionDamping); // Each wheel has a particle emitter to emit particles when it's in contact with the surface Node particlesNode = Node.Scene.CreateChild(); particlesNode.SetPosition(new Vector3(relativePosition.X, relativePosition.Y, 14)); ParticleEmitter2D particleEmitter = particlesNode.CreateComponent <ParticleEmitter2D>(); particleEmitter.SetEffect(particles); // We create a new Wheel struct and add to the _wheels list _wheels.Add(new Wheel(wheelRigidBody, wheelJoint, particleEmitter, distanceToEmitParticles)); return(wheelNode); }