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Question by qleb1984 · May 07, 2020 at 06:23 AM · wheelcollider

Need to turn WheelCollider between 2 AXSpoints

Hello

i am trying to auto turn when swipe from left to write an opisit , the example image below show what i mean

alt text

so when i swipe Right , the wheels will turn 50 dgrees , and befor the car approch B the wheels should start return to -25 to keep the car on track .

sorry for my English , i will try to make it more explained .

i have 2 lanes when user swipe right the car will go right when swipe left it will go left , but the wheels is keep going left i am not able to calculate the dgress to readjust the wheels angels based on X location between 2 lanes and the car position .

here is my code :

 private float diseredLane = 1.0f; // 0 left 1 middle 2 right
 
     private Rigidbody rb;
     public WheelCollider[] wheels;
 
     //Speed modifire
     private float speed = 10.0f;
     private float speedDecreaseLastTick;
     private float SppedDecreaseTime = 1.0f;
     private float speedDecreaseAmmout = 1.0f;
     private float goindTo = 0f;
     private float goingFrom = 0f;
     private Quaternion myRotation;
     public void Start()
     {
         this.myRotation = transform.rotation;
         rb = GetComponent<Rigidbody>();
     }
 
     // Update is called once per frame
     private void Update()
     {
         if (Time.time - speedDecreaseLastTick > SppedDecreaseTime)
         {
             speedDecreaseLastTick = Time.time;
             speed -= speedDecreaseAmmout;
             speed = speed < 0f ? 0f : speed;
         }
 
         //Rotate where should Go
         Vector3 dir = Vector3.forward * speed;
 
         if (MobileInput.Instance.SwipeLeft)
         {
             this.MoveLane(false);
 
             wheels[0].steerAngle = -50f;
             wheels[1].steerAngle = wheels[0].steerAngle;
 
         }
         else
         if (MobileInput.Instance.SwipeRight)
         {
             this.MoveLane(true);
 
             wheels[0].steerAngle = 50f;
             wheels[1].steerAngle = wheels[0].steerAngle;
         }
 
         
         dir.y = rb.velocity.y;
         dir.x = rb.velocity.x;
 
         // From the lane position for example 0f, going to is next lane position for example 2f; and it will be oposite like going from 2f to 0f;
         var scaledValue = Mathf.Clamp(dir.x / this.goindTo, this.goingFrom, this.goindTo);
     
         wheels[0].steerAngle = 50f - (50 * scaledValue);
         wheels[1].steerAngle = wheels[0].steerAngle;
     
         rb.velocity = dir;
         //rb.AddForce(transform.rotation * Vector3.forward);
         //transform.position = Vector3.Lerp(transform.position, dir, TURN_SPEED * Time.deltaTime);  
     }


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