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Question by N1warhead · Oct 19, 2015 at 02:42 PM · wheelcolliderwheelwheel colliders

Wheel rotate issue

Hey guys, I'm curious about what's going with this. Doesn't make any sense to me at all.

3 of 4 wheels work as expected, but this one wheel I don't even know how to explain what's going on with it other than rotation issue.

Here is a video https://www.youtube.com/watch?v=6sOXxama-VM&feature=youtu.be

Here is a photo of my Inspector Setup for Wheel Colliders, etc. alt text

Here is the code I used. Perhaps you can see something I did wrong.

 //Player Movement stuff.
     public float speed;
     public float rotSpeed;
     public float brakeForce;
     public Rigidbody myRigid;
 
 
     // Used for Camera Rotations.
     public Transform myCamera;
     public Transform myPlayer;
     public float rotASpeed;
 
     // Wheel Colliders
     public WheelCollider fl_Wheel;
     public WheelCollider fr_Wheel;
     public WheelCollider bl_Wheel;
     public WheelCollider br_Wheel;
 
 
     // The Mesh wheels
     public Transform fLeft;
     public Transform fRight;
     public Transform bLeft;
     public Transform bRight;
 
     // Center of Mass and Custom Gravity
 public Vector3 com;
 public Transform myCOM;
 public float customGravity;

     void Start(){
         com = myCOM.localPosition;
         myRigid.centerOfMass = com;
 
     }
 
     void Update(){
 
         float v = Input.GetAxis ("Vertical") * speed;
         float h = Input.GetAxis ("Horizontal") * rotSpeed;
         fl_Wheel.steerAngle = h;
         fr_Wheel.steerAngle = h;
 
         //fl_Wheel.motorTorque = v;
         //fr_Wheel.motorTorque = v;
         bl_Wheel.motorTorque = v;
         br_Wheel.motorTorque = v;
 
 
         // Wheel Rotations
         fLeft.localEulerAngles = new Vector3 (fLeft.localEulerAngles.x, fl_Wheel.steerAngle - fLeft.localEulerAngles.z, fLeft.localEulerAngles.z);
         fRight.localEulerAngles = new Vector3 (fRight.localEulerAngles.x, fr_Wheel.steerAngle - fRight.localEulerAngles.z, fRight.localPosition.z);
         fLeft.Rotate (fl_Wheel.rpm / 60 * 360 * Time.deltaTime, 0, 0);
         fRight.Rotate (fr_Wheel.rpm / 60 * 360 * Time.deltaTime, 0, 0);
         bLeft.Rotate (bl_Wheel.rpm / 60 * 360 * Time.deltaTime, 0, 0);
         bRight.Rotate (br_Wheel.rpm / 60 * 360 * Time.deltaTime, 0, 0);
 
         if(Input.GetKey(KeyCode.Space)){
             bl_Wheel.brakeTorque = brakeForce;
             br_Wheel.brakeTorque = brakeForce;
             fl_Wheel.brakeTorque = brakeForce;
             fr_Wheel.brakeTorque = brakeForce;
         }
         if(Input.GetKeyUp(KeyCode.Space)){
             bl_Wheel.brakeTorque = 0;
             br_Wheel.brakeTorque = 0;
             fl_Wheel.brakeTorque = 0;
             fr_Wheel.brakeTorque = 0;
         }
     }
 
     void FixedUpdate () {
 
         myRigid.AddRelativeForce (Vector3.down * customGravity);
     
     }
 
     void LateUpdate(){
         if (Input.GetKey (KeyCode.Q)) {
             myCamera.RotateAround (myPlayer.position, Vector3.up, rotASpeed * Time.deltaTime);
         }
         if (Input.GetKey (KeyCode.E)) {
             myCamera.RotateAround (myPlayer.position, -Vector3.up, rotASpeed * Time.deltaTime);
         }
     }


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