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Inconsistency when using Hinge Joints and Wheel Colliders
So i have this vehicle with these funny threads/wheels.
I'm trying to use 4 Hinge Joints for the suspension system with another 4 Wheel Colliders (with all suspension values on zero) to simulate the physics on this vehicle, everything looks fine until we get a closer look.
As you can see the right suspension set gives in a tiny bit more than the left one, resulting in the vehicle remaining tilted. This difference might be negligible, but it is annoying and unrealistic.
Things to note:
-The vehicle remains at the same rotation before hitting the ground, this inconsistency only happens when the hinge joint springs 'activate'.
-All Hinge Joints and Wheel Colliders have the same values for springs and transforms (except for the last few decimal places, these are always different)
have tested this issue with box colliders, and it does not occur.
Possible workarounds:
-Writing a custom wheel collider(without suspension).
-Using only the wheel collider while having a script to simulate the physics effect on the threads.
As you can see these would take a lot of work. So i basically want to know why this happens and how to fix it.
Answer by RobinWinter · Sep 17, 2015 at 05:56 PM
IDK but I am rigging a semi-truck and when I parent the trailer wheels to the trailer their wheel direction rotates 90 degrees which messes with the wheel collider behavior...possibly something similar.
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