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This question was closed Jan 04, 2021 at 03:49 PM by shanataru for the following reason:

The question is answered, right answer was accepted, https://forum.unity.com/threads/wheel-colliders-and-continuous-ground-hit.1032079/#post-6685156

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Question by shanataru · Dec 29, 2020 at 04:03 PM · wheelcolliderfixedupdatetime.deltatimehit

Wheel colliders and continuous ground hit

I have a problem with continuously detecting a ground hit from a wheel collider. I am creating splashing effects where a car drives into a puddle, and the water stirs up (using the custom render texture, I am drawing a point where the car hits the texture and using a wave equation I spread it into a ripple).

When the car drives slowly the wave follows where the tire has been, however when the car drives fast enough, artefacts start to appear - the ground hit is not continuous, leaving a few ripples here and there which is not what I want.

Is there a way to deal with this? Right now I am drawing a line between two hit points, but I would like to know if there is a better solution.

The shortened code:

     void Update()
     {
         if (wheelCollider.GetGroundHit(out WheelHit hit))
         {
             //contact point is created if wheel hits the road
             if (hit.collider.gameObject.layer == roadLayer)
             {
                 Vector3 hitPoint = hit.point + (car.velocity * (Time.deltaTime));
                 //... create ripple at this position...
             }
         }
     }

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