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WheelCollider WheelHit Weird values / behaviour,Weird WheelCollider WheelHit Behaviour
Hey guys! My project is a bit complicated and messed up, so I started a new one to see if I can reproduce the problem and yes, fresh new start, and facing same trouble. Here we go.
Fresh new Project, with main camera and light in it. Added a plane, scaled it to 100,0,100. Added a cube to wich i added Rigidbody with mass of 800. To it i added 4 WheelColliders, wich i positioned about right for a "car". Then i made this short script with wich i want to see the values of the fwd and sideways slip of all the WheelColliders, separately.
[Code]
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class ColliderTest : MonoBehaviour { public WheelCollider WheelFL; public WheelCollider WheelFR; public WheelCollider WheelRL; public WheelCollider WheelRR;
public float Wheel_FL_SSkid;
public float Wheel_FR_SSkid;
public float Wheel_RL_SSkid;
public float Wheel_RR_SSkid;
[Space]
public float Wheel_FL_FSkid;
public float Wheel_FR_FSkid;
public float Wheel_RL_FSkid;
public float Wheel_RR_FSkid;
private void Update()
{
WheelFL.GetGroundHit(out WheelHit FL_HIT);
WheelFR.GetGroundHit(out WheelHit FR_HIT);
WheelRL.GetGroundHit(out WheelHit RL_HIT);
WheelRR.GetGroundHit(out WheelHit RR_HIT);
Wheel_FL_SSkid = FL_HIT.sidewaysSlip;
Wheel_FR_SSkid = FR_HIT.sidewaysSlip;
Wheel_RL_SSkid = RL_HIT.sidewaysSlip;
Wheel_RL_SSkid = RR_HIT.sidewaysSlip;
Wheel_FL_FSkid = FL_HIT.forwardSlip;
Wheel_FR_FSkid = FR_HIT.forwardSlip;
Wheel_RL_FSkid = RL_HIT.forwardSlip;
Wheel_RL_FSkid = RR_HIT.forwardSlip;
}
}
I get for the first 3 wheel colliders the values in realtime, but the forth one always stays 0, no matter how i arrange or rename the wheelcolliders.
Thank you! And please pardon my english-spelling abillities!,
I have no clue why the question is somehow doubled...sorry!
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