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Question by berrangejanko · Apr 04, 2021 at 10:45 AM · inputmobilewheelcolliderwheel colliderandriod

Wheel colliders rpm naN

Hello, im making a andriod drifting game, EVERYTINHG works 100% in the editor, but when i build it and test it on my andiod phone, the car reveres when the car is spawned, so i did some debugging and found that all 4 wheel coliders's rpm jump to "naN" when the car is ativated

Code:

 public void Update()
     {
         GetInput();
         HandelMotors();
         HandelSteering();
         UpdateWeels();
         CheckDrifting();
         UpdateEffects();
         ChangeValues();
         ChangeUI();
     }
 
 //---Alot of other code, ask if you want to get all the code---
 
 private void HandelMotors()
     {
         FRWC.motorTorque = (VerticalInput * MotorForce) + (Turboing == true ? TurboBoostAmount : 0);
         FLWC.motorTorque = (VerticalInput * MotorForce) + (Turboing == true ? TurboBoostAmount : 0);
 
         FRWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
         FLWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
         RLWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
         RRWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
     }

Code to stop the car when spawned

 void StopCar() 
     {
         CarController.enabled = false;
         TrailL.enabled = false;
         TrailR.enabled = false;
         FRWC.motorTorque = 0;
         FLWC.motorTorque = 0;
         RRWC.motorTorque = 0;
         RLWC.motorTorque = 0;
         FRWC.brakeTorque = Mathf.Infinity;
         FLWC.brakeTorque = Mathf.Infinity;
         RRWC.brakeTorque = Mathf.Infinity;
         RLWC.brakeTorque = Mathf.Infinity;
         CarRig.velocity = Vector3.zero;
         CarRig.angularVelocity = Vector3.zero;
         CarRig.drag = 0;
         CarRig.angularDrag = 0;
         Invoke("EnalbeStuff", 1f);
 void EnalbeStuff()
     {
         CarController.enabled = true;
         TrailL.enabled = true;
         TrailR.enabled = true;
     }
     }




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Best Answer

Answer by berrangejanko · Apr 04, 2021 at 11:40 AM

Dont use "Mathf.Infinity" in your StopCar function, rather use "float.MaxValue", so it just look like this:

 void StopCar() 
 {
     CarController.enabled = false;
     TrailL.enabled = false;
     TrailR.enabled = false;
     FRWC.motorTorque = 0;
     FLWC.motorTorque = 0;
     RRWC.motorTorque = 0;
     RLWC.motorTorque = 0;
     FRWC.brakeTorque = float.MaxValue;
     FLWC.brakeTorque = float.MaxValue;
     RRWC.brakeTorque = float.MaxValue;
     RLWC.brakeTorque = float.MaxValue;
     CarRig.velocity = Vector3.zero;
     CarRig.angularVelocity = Vector3.zero;
     CarRig.drag = 0;
     CarRig.angularDrag = 0;
     Invoke("EnalbeStuff", 1f);
 }

 void EnalbeStuff()
 {
     CarController.enabled = true;
     TrailL.enabled = true;
     TrailR.enabled = true;
 }
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