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WheelColliders Bug Fix
I'm aware of the fact that the WheelColliders bug is known: vehicles are slightly steering to the left or right on a flat surface.
However, most of those questions are dated from over a year ago, some even from 2010', so in this time, people might have found a fix (quick and dirty fixes are fine too). At the moment I am thinking about this:
fr.steerAngle = Input.GetAxis ("Horizontal") * steerSpeed + counterDrift;
fl.steerAngle = Input.GetAxis ("Horizontal") * steerSpeed + counterDrift;
Of course this is not ideal, but it might work.
In the Car Tutorial demo project from Unity I saw that the car in this project doesn't get affected by this bug, I wonder why, someone have any ideas? The only difference with my project is that the Wheel Colliders are created at runtime (!), if I change my code and create the wheel colliders in the Awake/Start function like they do, will that make a difference? Or do they use any other code to fix this?
All help and all suggestions are very welcome!
PS: Are there persons who created their own "wheel collider" code because of this bug?
have you actually experienced this bug by yourself? because I'm having multiple vehicles and tested them. WheelColliders have to be exactly positioned. I also have "$$anonymous$$i"-springs for the vehicle that usually don't have springs. The only moment they are steering is when i actually steer or when I apply too much torque so taht the wheels slip
@InfiniBuzz, mm interesting, but yes, I'm having this bug. However, what you said about too much torque makes me think, how could I adjust the slip values so that too much torque will never be a problem?
You can read about the friction curve on the WheelCollider page in the docs. It is quiet tricky to set up. The extremum value is where your wheel starts slipping and with the asymptote value you can adjust the curve. its (force/slip) curve
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