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Question by artak101991 · Oct 25, 2016 at 02:15 PM · rigidbodycollidermesh

why my car is jump???

how can i canfigur whelli collider?

unity.png (451.1 kB)
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avatar image ragnaros100 · Oct 25, 2016 at 02:52 PM 0
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I honestly am having a hard time what your problem is, could you elaborate?

avatar image artak101991 ragnaros100 · Oct 25, 2016 at 04:11 PM 0
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when I play car down on the Trrein and jump , I dont indrestend why?

avatar image ragnaros100 artak101991 · Oct 25, 2016 at 09:16 PM 1
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I don't indrestend either. Try to use RigidBody.AddForce

avatar image Zitoox · Oct 25, 2016 at 03:36 PM 0
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What are you trying to do, exactly and what is your problem?

avatar image artak101991 Zitoox · Oct 25, 2016 at 04:06 PM 0
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when i play car down in trrein and jump,

avatar image Namey5 · Oct 26, 2016 at 06:48 AM 2
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This is not a question. Please provide more context, information, what you have tried already, etc. Not providing sufficient information makes it difficult for people to solve your problem and may lead to your question being closed for not following user guidelines.

avatar image artak101991 · Oct 26, 2016 at 08:46 AM 0
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I have installed Rigidbody, WhelliColliders, and write script, but when i play my car is jump ...(using UnityEngine; using System.Collections;

public class $$anonymous$$oveScript : $$anonymous$$onoBehaviour {

 public WheelCollider[] frontCols;
 public Transform[] dataFront;
 public WheelCollider[] backCol;
 public Transform[] dataBack;
 

 public float maxSpeed = 30f;
 private float sideSpeed = 30f;
 public float breakSpeed = 100f;



 void Start()
 {


 }

 void Update()
 {
     /** Get axis **/
     float vAxis = Input.GetAxis("Vertical");
     float hAxis = Input.GetAxis("Horizontal");
     bool brakeButton = Input.GetButton("Jump");
     /** End get axis **/

     /** $$anonymous$$otor **/
     frontCols[0].motorTorque = vAxis * maxSpeed;
     frontCols[1].motorTorque = vAxis * maxSpeed;
     /** End motor **/

     /** Brake **/
     if (brakeButton)
     {
         frontCols[0].brakeTorque = $$anonymous$$athf.Abs(frontCols[0].motorTorque) * breakSpeed;
         frontCols[1].brakeTorque = $$anonymous$$athf.Abs(frontCols[1].motorTorque) * breakSpeed;
     }
     else
     {
         frontCols[0].brakeTorque = 0;
         frontCols[1].brakeTorque = 0;
     }
     /** End brake **/

     /** Rotate **/
     frontCols[0].steerAngle = hAxis * sideSpeed;
     frontCols[1].steerAngle = hAxis * sideSpeed;
     /** End rotate **/

     /** Update graphics cols **/
     dataFront[0].Rotate(0, 0, -frontCols[0].rpm * Time.deltaTime);
     dataFront[1].Rotate(0, 0, -frontCols[1].rpm * Time.deltaTime);
     dataBack[0].Rotate(0, 0, -backCol[0].rpm * Time.deltaTime);
     dataBack[1].Rotate(0, 0, -backCol[1].rpm * Time.deltaTime);
     dataFront[0].localEulerAngles = new Vector3(dataFront[0].localEulerAngles.x, hAxis * sideSpeed, dataFront[0].localEulerAngles.z);
     dataFront[1].localEulerAngles = new Vector3(dataFront[1].localEulerAngles.x, hAxis * sideSpeed, dataFront[1].localEulerAngles.z);
 }

} / End update graphics cols */ )

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Answer by ragnaros100 · Oct 26, 2016 at 09:24 AM

I just matched your settings in a new project. Yes. The car jumps like crazy. You should change your rigidbody settings. The wheel collider looks for the rigidbody mass. I assume your rigidbody mass is at the standard 1. Try to set it to 2000 instead. A regular car usually weighs around 1-2 metric tons, not 1 kilo.

Hope this helps :)

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avatar image artak101991 · Oct 26, 2016 at 09:34 AM 0
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I ins$$anonymous$$d 2000 but , all the same my car is jump.(((

avatar image ragnaros100 artak101991 · Oct 26, 2016 at 10:25 AM 0
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Try to follow the steps Here and please improve your english skills. You are very difficult to understand.

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