How can I calculate RPM to rotate a monowheel based on Rigidbody velocity?
So I have a monowheel. I was not able to make it work with a wheel collider. I have an empty object that has the following script and a Rigidbody component. As a child I have a wheel model that I want to rotate based on the Parent's velocity.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TireController2 : MonoBehaviour
 {
     public float speed = 5;
 
     public Rigidbody wheel;
 
     public Transform wheelMesh;
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     void FixedUpdate()
     {   
         transform.position += Vector3.forward * speed * Time.deltaTime;
         Rigidbody rb = GetComponent<Rigidbody>();
         wheelMesh.transform.Rotate(rb.velocity.x, 0, 0);
     }
 
     void Update()
     {
         
     }
 }
 
               I've tried something like this:
 float rpm;
 
 float vel;
 
 float circf = 6.28;
 
 public Transform wheelMesh;
 
 void FixedUpdate()
 {
     Rigidbody rb = GetComponent<Rigidbody>();
     vel = rb.velocity;
     rpm = vel/circf
     wheelMesh.transform.Rotate(rpm, 0, 0);
 }
 
               But it says that Vector3 data cannot be handled as float so I can't use it to calculate RPM.
I don't need the wheel to act realistically just for it to rotate.
Any help would be greatly appreciated.
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