- Home /
WheelJoint2D: using motor and allowing free spin
I am trying to make a simple 2d game consisting of controlling a 2d motorbike on platforms. I have WheelJoint2Ds set up for the wheels, and I want to use the motor function of the WheelJoint2D to power the back wheel and make the bike move.
The problem is that I want to be able to power the wheel but them 'release' the motor so that it no longer controls wheel speed. At a motor speed of 0, the motor effectively acts as a brake, not allowing the wheel to move. This means it won't roll down hills or coast realistically.
I was wondering if there is a way to 'release' the motor so that the wheel will act similarly to a WheelJoint2D without 'use motor' checked while still being able to apply power to the wheel.
Hey! I have the same problem. I just wanted to ask, did you solved this problem?
To be honest I don't remember exactly what I did. I think I used a kind of junky manual speed adjustment in the script. It wasn't great, but it was enough for what I was doing at the time.
Your answer
Follow this Question
Related Questions
Rotation of wheels of a car 1 Answer
Rigidbody2D (box2d) rigid joint/fixed joint 1 Answer
Updating Unity caused significant performance loss in Physics 1 Answer
Bullet not destroying on contact 0 Answers
Configurable Joint Help! 2 Answers