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Question by Cookiedough611 · Apr 18, 2020 at 08:17 PM · collidersdrivingmotorbikemotortorque

Motorcycle Moves Slowly with Wheel Colliders

I am making an fps parkour game and I decided to add a motorcycle. I have created a mounting system and put wheel colliders with a script that added torque to them. I have only tried to make the forward and backward movement first, and I am able to move forward but very slowly no matter how I change the MotorForce or the mass of the rigid body on my motorbike. For some reason, the motorcycle would move fast in a direction if I looked down from the mounted position.

Here is the mounting and driving script:

 public class InteractionManager : MonoBehaviour
 {
     
     public GameObject Motorbike;
     public GameObject Player;
 
     private Rigidbody rb;
 
     public Transform playerTransform;
 
     public static bool ridingMotorBike = false;
 
     public float MotorForce;
 
     public WheelCollider WheelColF;
     public WheelCollider WheelColB;
 
 
     // Start is called before the first frame update
     void Start()
     {
         rb = Motorbike.GetComponent<Rigidbody>();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         float distance = Vector3.Distance(transform.position, Motorbike.transform.position);
         Vector3 dir = (Motorbike.transform.position - transform.position).normalized;
         float dot = Vector3.Dot(dir, transform.forward);
 
         if (dot > .6 && distance <= 3 && !ridingMotorBike && Input.GetKeyDown("e"))
         {
             ridingMotorBike = true;
         }
 
         else if (ridingMotorBike)
         {
             Player.transform.SetParent(Motorbike.transform);
             Player.transform.localPosition = new Vector3(0, 0, 0);
             
 
             if (Input.GetKeyDown("e"))
             {
                 ridingMotorBike = false;
                 Player.transform.localPosition = new Vector3(0, 0, 1);
                 playerTransform.parent = null;
 
 
             }
 
             rb.velocity = Vector3.zero;
             rb.angularVelocity = Vector3.zero;
 
 
             float v = Input.GetAxis("Vertical") * 600;
 
             WheelColF.motorTorque = v;
             WheelColB.motorTorque = v;
         }
 
     }
 
 }

Any help would be appreciated!

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Answer by cbjunior · Apr 18, 2020 at 11:12 PM

It might be that not all of the torque is transferring to the ground. Try applying some consistent downward force to the rigidbody.

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