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Question by calisk · Sep 08, 2011 at 02:26 PM · rigidbodyvelocitycarwheelstopping

can't slow my car down

my car is using four wheel colliders and I'm accelerating it by adding a force to the rigidbody, the problem is i want it to drift to a gradual stop but it doesn't slow down at all.

I've tried modifying the forward friction of the wheel but it doesn't seem to help.

I have a feeling this is a regular thing and i'm just forgetting something in my process of creating my car, but can anyone help me figure it out?

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avatar image Sydan · Sep 08, 2011 at 02:38 PM 0
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A simple method would just to be to apply an opposing force to the car when it's not being pushed.

But I'm guessing you want a more realistic approach. How are you attaching your wheels to the car?

avatar image calisk · Sep 08, 2011 at 03:24 PM 0
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i'm parenting the wheel under the rigidbody.

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Answer by Tim.Holman · Sep 08, 2011 at 03:30 PM

Have you tried adjusting the settings on the rigid body itself? Perhaps if you crank up the drag and/or angular drag you'll get the desired results.

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avatar image calisk · Sep 08, 2011 at 03:39 PM 0
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well i had put drag on it and it seemed to slow down pretty well, but it had two problems, the car wouldn't rotate after i went off a jump, and it doesn't take into account the ground types the ground is actually on.

if this is the best way though i could probably force it to work.

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Answer by Sydan · Sep 08, 2011 at 03:43 PM

Try using a physics raycast to detect if the ground is present under the car. If it is: Increase all forms of drag. If it is NOT: Reduce all forms of drag.

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avatar image calisk · Sep 08, 2011 at 03:57 PM 0
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k I'll use the wheel hit information to average out the friction information on the drive wheels, that might do the trick and should save on the extra raycast.

avatar image Sydan · Sep 08, 2011 at 04:00 PM 0
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If you manage to make that work it will be better than my suggestion! As the number of wheels in contact will then affect the drive handling of the car :)

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