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WheelCollider - real friction values
Hi. I'm trying to create a racing game with a little bit realistic physics. I'm using WheelCollider and Rigidbody physics.
For calculation motor torque I'm using this code:
     // CALC CURRENTLY ENGINE RPM
     rpmEngine = ( rpmMin + (wheelFrontLeft.rpm * gearsRatio[currentGear] * wheelDifferential));
     
     
     // CALC FINAL MOTOR TORQUE
     // I take the car torque from the table according to the EngineRPM
     motorTorque = (torqueByRpm[TorgueByRpm(rpmEngine, rpmStep)] * gearsRatio[currentGear] * transEfficiency * wheelDifferential )
 * Input.GetAxis("Vertical");
 
               Then I send "motorTorque" to Wheel Colliders.
My question is. What values set to WheelColliders friction to accomplish this ideal behavior ?
Because the default values aren't very realistic. Thanks.
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