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Question by aejuergensen · Nov 29, 2021 at 05:31 PM · collisionphysicswheelcollider

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

a simple car controller from a tutorial i found: https://www.youtube.com/watch?v=Z4HA8zJhGEk

 public class CarController : MonoBehaviour
 {
     private const string H = "Horizontal";
     private const string V = "Vertical";
 
     private float horizontalInput;
     private float verticalInput;
     private float currentBrakeForce;
     private float currentSteerAngle;
     private bool isBraking = false;
 
     [SerializeField] private float motorForce;
     [SerializeField] private float brakeForce;
     [SerializeField] private float maxSteerAngle;
 
     [SerializeField] private WheelCollider frontLeft;
     [SerializeField] private WheelCollider frontRight;
     [SerializeField] private WheelCollider backLeft;
     [SerializeField] private WheelCollider backRight;
 
     [SerializeField] private Transform frontLeftTransform;
     [SerializeField] private Transform frontRightTransform;
     [SerializeField] private Transform backLeftTransform;
     [SerializeField] private Transform backRightTransform;
     private void FixedUpdate()
     {
         GetInput();
         HandleMotor();
         HandleSteering();
         UpdateWheels();
     }
     private void GetInput()
     {
         horizontalInput = Input.GetAxis(H);
         verticalInput = Input.GetAxis(V);
 
         isBraking = Input.GetKey(KeyCode.Space);
     }
     private void HandleMotor()
     {
         frontLeft.motorTorque = verticalInput * motorForce;
         frontRight.motorTorque = verticalInput * motorForce;
 
         //currentBrakeForce = isBraking ? brakeForce : 0f;
         if (isBraking)
         {
             ApplyBraking();
         }
     }
     private void ApplyBraking()
     {
         frontLeft.brakeTorque = currentBrakeForce;
         frontRight.brakeTorque = currentBrakeForce;
         backLeft.brakeTorque = currentBrakeForce;
         backRight.brakeTorque = currentBrakeForce;
     }
     private void HandleSteering()
     {
         currentSteerAngle = maxSteerAngle * horizontalInput;
         frontLeft.steerAngle = currentSteerAngle;
         frontRight.steerAngle = currentSteerAngle;
     }
     private void UpdateWheels()
     {
         UpdateSingleWheel(frontLeft, frontLeftTransform);
         UpdateSingleWheel(frontRight, frontRightTransform);
         UpdateSingleWheel(backLeft, backLeftTransform);
         UpdateSingleWheel(backRight, backRightTransform);
     }
 
     private void UpdateSingleWheel(WheelCollider wheelCol, Transform wheelTrans)
     {
         Vector3 pos;
         Quaternion rot;
         wheelCol.GetWorldPose(out pos, out rot);
 
         wheelTrans.rotation = rot;
         wheelTrans.position = pos;
     }
 }

the problem is my wheels just fall through the ground like so: https://imgur.com/a/y6VnKV6 skateboard has rigidbody and a child with a box collider, and separate objects for wheel meshes and colliders. when getting horizontal input i can see that the wheel meshes spin and turn left and right properly but the wheel colliders just do nothing... they don't even collide with the ground. Do i need mesh colliders on the wheels? I'm really at a loss here as im not getting any errors anywhere and everything i've scripted appears to be working as intended, do wheel colliders just not work anymore?

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