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Question by profdocpizza · Feb 21, 2020 at 02:07 AM · rotationcolliderrigidbody2dcarjoints

Problem with wheelJoint2D car rotations - my car needs to be able to do double jumps and mid-air rotations.

I am having problems with mid-air rotations especially and air control. I assume this happens because my car consists of 3 rigidBodies (car_core, wheel1, wheel2). When I manipulate parent object rigid body angular momentum or rotation, it is extremely hard to get everything to feel nice.

If I would point out one clear problem - it would be this: I want to control my car's rotation in the air and as I do so, it would lose all angular momentum. Yet, putting zero to Rigidbody2D.angularVelocity (on parent/ all 3 objects) does not prevent the car from rotating.

I there any way to merge the 3 rigid bodies? I think this would help mid-air manipulations like adding a nice front-flip/ backflip after 2nd jump or simply having good mid-air rotation control. I have tried various joints but I could not get them to work.

I am very new to c# and Unity so I am sorry for, perhaps, silly question.

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