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Question by Redlazer · Jun 30, 2011 at 02:48 AM · wheelcollidermotortorquestalling

My AI controlled car "stalls" after making a turn based on a collider

Hello,

I'm having some trouble with my WheelColliders. I have four on a vehicle that I want to turn right when it enters an area (or crosses a threshold).

The Car has the following move() method:

 void Move()
 {
     RRWheel.motorTorque = 5;
     RLWheel.motorTorque = 5;
     Debug.Log(RRWheel.motorTorque);
     Debug.Log(RLWheel.motorTorque);
      if (collided)
      {
         if (collided.gameObject.tag == "TriggerWall")
         {
             FRWheel.steerAngle = 45;
             FLWheel.steerAngle = 45;
             RRWheel.motorTorque = 10;
             RLWheel.motorTorque = 10;
             collided = null;
         }
      }
 }    

The debug log shows that there is torque being applied the whole time, even after it stops moving.

I am calling Move() from the FixedUpdate() method.

Anyone have any thoughts?

Thanks,

Fred

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Answer by Redlazer · Jun 30, 2011 at 06:19 AM

Ah! Looks like I figured it out:

I think I was turning the wheel too fast. A lower angle appears to totally solve the problem.

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