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Question by overdev93 · Oct 03, 2020 at 09:22 PM · scripting problemcollidercarcar physicscars

wheel collider / script offsets the meshes

Hi.

I try to create a simple racing game and I'm a beginner in C# programming and Unity user.


So there is a simple car I modeled and its wheels are separate objects. The colliders have also their own objects.


The code so far:

     WheelCollider wCollider;
     public Transform tMesh;
     public float torque = 20f;
     
    
     // Start is called before the first frame update
     void Start()
     {
         wCollider = GetComponent<WheelCollider>();
     }
 
     // Update is called once per frame
     void Update()
     {
         Quaternion quatWheelCollider;
         Vector3 v3WheelColliderPos;
         float fInputVert = Input.GetAxis("Vertical");
         wCollider.GetWorldPose(out v3WheelColliderPos, out quatWheelCollider);
         tMesh.position = v3WheelColliderPos;
         tMesh.rotation = quatWheelCollider;
 
         drive(fInputVert);
 
     }
 
     void drive(float accel)
     {
         accel = Mathf.Clamp(accel, -1, 1);
         float thrustTorque = accel * torque;
         wCollider.motorTorque = thrustTorque;
     }



The only thing Im doing is using motorTorque to drive the car (line 30). And the meshes are aligned with the colliders with simple code (line 19 and 20)


I also tried to simply set the meshes as child objects of the colldiers but that doesn't work at all. that's that thing Im confused with cause the code does exactly that or am I wrong?


but for some reason the right wheels are moved to the side: alt text


I don't know why it's happening. The colldiers don't have any weird offset or anything like that.


also the hierarchy: alt text


I hope someone can help me :)

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