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Question by tulloch100 · Aug 11, 2017 at 01:06 PM · speedaccelerationcar physics

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

Hi Everyone hope your having a good day so far

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 of the problem i'm 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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