Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Thats_Life · Jul 12, 2016 at 08:05 AM · carwheelcollidercar physicsairslowing-down

WheelCollider: Slowing down wheels in air

Hello all,

I'm making a 2.5D car game (Unity 5.3.4f1) with a lot of jumping in it. I'm almost done with the controls and behaviour of the car, but there's one thing I can not figure out.

The car have 4 wheelcolliders and are working great when grounded. When releasing the throttle the car and wheels are slowing down. So the audio pitching is working great. But when the car goes at maxpeed of the ground and into the air, the cars rpm is stuck at full throttle/maxspeed and not slowing down until the car is hitting the ground again. Audio pitching is at max rpm (does have Mathf.Clamp). When the car is leaving the ground while not at maxspeed, the wheels are slowing down as wanted.

When releasing the throttle (grounded and in the air) the motorTorque = 0;

Does someone know what can be the problem? Also checked the setting for the wheelcolliders but nothing works.

The code for throttle behaviour:

 void maximumSpeed () {
     //Control of max speed
         if (Input.GetKey (KeyCode.RightArrow) && currentSpeed <= maxSpeed && currentSpeed >= noSpeed) {
             wheelRR.motorTorque = maxTorque * Input.GetAxis ("Horizontal");
             wheelRL.motorTorque = maxTorque * Input.GetAxis ("Horizontal");
         } 
 
         else if (Input.GetKey (KeyCode.LeftArrow) && currentSpeed >= -maxReverseSpeed && currentSpeed <= noSpeed) {
             wheelRR.motorTorque = maxTorque * Input.GetAxis ("Horizontal");
             wheelRL.motorTorque = maxTorque * Input.GetAxis ("Horizontal");
         }
 
         else {
             wheelRR.motorTorque = 0f;
             wheelRL.motorTorque = 0f;
         }
     }

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Thats_Life · Jul 12, 2016 at 08:18 PM 0
Share

I tried deleting all unnecessary code accept this and the currentspeed code and that didn't work. So it has to be something with these lines of code.

Here the currentspeed code:

 void calculateSpeed () {
     //Calculates the speed of the car
         currentSpeed = 2*22/7*wheelRR.radius*wheelRR.rpm*60/1000;
         currentSpeed = $$anonymous$$athf.Clamp ((currentSpeed), currentSpeed, maxSpeed);
         currentSpeed = $$anonymous$$athf.Round(currentSpeed);
     }

Does anyone know what the problem can be? Thanks

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Thats_Life · Jul 20, 2016 at 02:21 PM

Fixed it with:

         if (Mathf.Abs (currentSpeed) > maxSpeed) {
             wheelFR.motorTorque = 0f;
             wheelFL.motorTorque = 0f;
             wheelRR.motorTorque = 0f;
             wheelRL.motorTorque = 0f;
         }

In Update ()

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Average Settings for a car and its controller in unity. 0 Answers

How to properly use WheelCollider GetWorldPos 0 Answers

WheelCollider Problem 1 Answer

How to make a car move forward indefinitly ? 2 Answers

How can I get current lateral and longitudial friction forces from standart WheelColliders? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges