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Question by tulloch100 · Aug 11, 2017 at 08:56 PM · movementspeedcaracceleration

Why are my wheels not moving at the same speed as my car?

Iv been trying to figure this problem out for a week now with no luck. I need a little bit of help with some wheel rotation I set up for my game. I can't seem to work out why my wheels are moving 3x faster than acceleration speed of my car. I also cant work out why my car is moving so slow and the brakes take ages to slow down.

Have I set something in the inspector too high cause I'm thinking it might have something to do with my wheel script that i have setup with the car.

alt text alt text Here is a video on the problem iv having

          using System.Collections;
      using UnityEngine;
      
      public class Car : MonoBehaviour
      {
          public float maxTorque = 5000f;
          public float speed = 5000f;
      
      
          public Transform centerofMass;
      
          public WheelCollider[] wheelColliders = new WheelCollider[4];
          public Transform[] tireMeshes = new Transform[4];
      
          private Rigidbody m_rigidBody;
      
          void Start()
          {
              m_rigidBody = GetComponent<Rigidbody>();
              m_rigidBody.centerOfMass = centerofMass.localPosition;
          }
      
          void Update()
          {
              UpdateMeshesPositions();
          }
      
          void FixedUpdate()
          {
              float steer = Input.GetAxis ("Horizontal");
              float accelrate = Input.GetAxis ("Vertical");
      
              float finalAngle = steer * 45f;
              wheelColliders [0].steerAngle = finalAngle;
              wheelColliders [1].steerAngle = finalAngle;
      
              for (int i = 0; i < 4; i++)
              {
                  wheelColliders[i].motorTorque = accelrate * speed * maxTorque;        }
          }
      
          void UpdateMeshesPositions()
          {
              for(int i = 0; i < 4; i++)
              {
                  Quaternion quat;
                  Vector3 pos;
                  wheelColliders[i].GetWorldPose(out pos, out quat);
      
                  tireMeshes[i].position = pos;
                  tireMeshes[i].rotation = quat;
              }
          }
      }

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