Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by mcmorry · Oct 27, 2014 at 03:02 PM · collisionphysicswheelcolliderjointintersect

how to have a correct collision on wheel collider

I was hoping that unity 5 could resolve it but looking at their video it seems not: wheel collider collision

as you can see the wheel is intersecting the blue mesh because the wheel collider only raycasts down from the center of the wheel. This is not only a visual problem, but also creates a wrong physics result because the wheel is not pulling up the car at all. The car goes up only because is already moving forward with enough speed. But if you start from zero the car could just get sucked there.

How do you suggest to resolve it? Any trick? Or I have to complete recode the behaviour of the wheel collider with some capsule collider, joints, etc.?

screenshot 2014-10-27 14.41.49.jpg (74.3 kB)
Comment
Add comment · Show 5
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image richyrich · Oct 28, 2014 at 12:55 AM 0
Share

Just an idea... can you not offset the wheel's collider half a wheel ahead of the render?

avatar image mcmorry · Oct 28, 2014 at 07:48 AM 0
Share

If I do that the wheel will be pushed up earlier and too much and will float in the air. Also it will be worst when going down from the step. The wheel will move down earlier and will be inside for 2/3

avatar image _Yash_ · Oct 28, 2014 at 07:58 AM 0
Share

try attaching one more sphere collider to its child gameobject.

avatar image Redeemer86 · Oct 28, 2014 at 07:59 AM 0
Share

I am not sure about this but I think with a wheel collider you can also use capsule collider on the same game object.

Try adding both colliders and modifying the capsule collider to suit your needs.

Red.

avatar image mcmorry · Oct 28, 2014 at 02:19 PM 0
Share

Thank for the suggestion. I tried and if I add also a sphere collider, the wheels don't penetrate the object, but the car never climbs the step. It is the same as hitting a wall, also for a small step. Also it breaks completely the suspensions behaviour.

3 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by mcmorry · Apr 08, 2015 at 03:16 PM

A partial solution found was to use more wheel colliders on the same wheel rotated at different angles. It's not the best but with some fine tuning you can get a decent result.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image unity_73BA5B19D56E273006D9 · Jan 19 at 10:42 AM 0
Share

you can not add same thing twice in one object

avatar image
0

Answer by chloridrik · Apr 09, 2015 at 04:36 AM

Thank you. Do you know if Edy's vehicle solve this problem ?

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image mcmorry · Apr 09, 2015 at 08:26 AM 0
Share

we customized edy's code to do this. there are some methods that are called for each wheel collider. we just searched all them and called also for our additional colliders. There is a new version of edy's physics on the asset store but we are still using the previous one. We didn't test yet the new one because is very different and will require new research and tests.

avatar image
0

Answer by dewing · Aug 03, 2015 at 04:06 AM

...more wheel colliders on the same wheel rotated at different angles.

Can you give a bit more detail on how you attached/rotated the additional wheel colliders? I'm trying to solve precisely this problem (love the pic you captured above) and it seems when I add another wheel collider rotated 45 deg, it still acts in the "standard" orientation.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image mcmorry · Aug 03, 2015 at 07:20 AM 0
Share

On Unity 4 was easy. On Unity 5, ins$$anonymous$$d, you have to place a WheelCollider vertically inside a parent with a rigidbody (probably a kinetimatic one), and rotate the parent of 45 degrees.

avatar image khos85 · Nov 21, 2015 at 10:01 AM 0
Share

Hi, I'm trying to add more than one wheel collider on an object for my game but Unity won't allow this, how did you manage to do this? Eg via script?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Massive framerate fall with Character Joint 0 Answers

How to solve the problem that the constraint is too elastic 0 Answers

Keeping balls that stick together together 1 Answer

Truck-Trailer Hinge Joint 0 Answers

Wheel Colliders are nonfunctional and im unable to find any cause. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges