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Question by macmouse · Jun 02, 2015 at 03:06 PM · physicsrigidbodycartutorialwheelcollider

Car - WheelCollider - Why the side is getting up?

I'm programming this car tutorial here:

Car Tutorial

I'm now on the third video. My car controller script looks like this:

 #pragma strict
 
 var wheelFL : WheelCollider;
 var wheelFR : WheelCollider;
 var wheelRL : WheelCollider;
 var wheelRR : WheelCollider;
 
 var maxTorque : float  = 20;
 
 function Start () {
     rigidbody.centerOfMass.y = -0.9;
 }
 
 function FixedUpdate () {
 
     wheelRR.motorTorque = maxTorque * Input.GetAxis("Vertical");
     wheelRL.motorTorque = maxTorque * Input.GetAxis("Vertical");
     
     wheelFL.steerAngle = 10 * Input.GetAxis("Horizontal");
     wheelFR.steerAngle = 10 * Input.GetAxis("Horizontal");
 
 }

When I now drive and start turning left, the right side of the car gets up:

Car side gets up

I don't know why.

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Answer by starikcetin · Jun 02, 2015 at 03:21 PM

The weights of rigidbodies, i mean the one for body and ones for whells, have you adjusted them realistic? The whells must be much more lighter then body.

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avatar image macmouse · Jun 02, 2015 at 04:10 PM 0
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I'm making the video tutorial. I'm now on #3. You mean, I should add Rigidbody to the tires?

avatar image starikcetin · Jun 02, 2015 at 09:08 PM 0
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Do they all have one rigidbody? You should assing different ones for different objects and use joints to connect them.

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Answer by yant · Jun 03, 2015 at 04:12 PM

Hello,

Unity 5? I'd recommend tweaking forceAppPointDistance first, which sets the point where the suspension and tyre forces are applied at (look for the little green sphere). This has already an effect of lowered centre of gravity.

Now, if you still wish to lower the centre of gravity, you must understand that you are trying to cheat physics in some sense actually as in a real world such a vehicle would really tend to roll in corners.

Another important consideration is that once you assign a custom centre of gravity to a rigidbody, you should not be modifying it (scaling, adding new colliders, etc) because setting a custom centre of gravity has an effect of marking the body as having a custom inertia tensor set and that would require you to provide the correct inertia tensor manually. Unfortunately, Unity 5 does not offer any convenient tools for computing CoM and that would require you jump though some hoops honestly. This CoM\tensor logic has been with Unity since forever, but I'd very much like to change it soon once the bug pressure settles down.

Thanks,

Anthony

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