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Question by Sprakle · Jul 13, 2014 at 08:28 PM · physics2dvehiclewheel

Wonky 2D Physics

I'm using the new 2D Wheel Joint and getting some strange results.

Example:

http://gfycat.com/InferiorNastyAdouri (boxes on wheels are just for visualization)

The code to drive all wheels:

     public class DriveControl : MonoBehaviour
     {
         public string axis = "Vertical";
         public float speed;
 
         public WheelJoint2D[] wheels;
 
         private void Update()
         {
             float rotation = Input.GetAxis(axis)*speed;
 
             foreach (WheelJoint2D wheel in wheels)
             {
                 JointMotor2D motor = wheel.motor;
                 motor.motorSpeed = rotation;
                 wheel.motor = motor;
             }
         }
     }


Wheel Components:

alt text

Some of the specific issues I noticed:

  • Lots of jitter

  • The cart sometimes floats above on its hinge - as if gravity was very low

  • Strange acceleration

  • Wheels move along seemingly random axis, instead of straight up and down as set in the Wheel Joint suspension settings

Any ideas why this is happening?

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Answer by ZANTcr · Jul 20, 2014 at 08:14 PM

Hi I did a 2D Vehicle Control for the asset store and some tips for your vehicle structure are:

Make your wheels child of the carbody. The carbody and the wheels need a rigidbody2d. In your carbody add 2 WheelJoint2D. In the WheelJoint2D drag and drop you wheel to connected rigidbody option. Adjust the anchor option of the WheelJoint2D. Your wheel object dont need WheelJoint2D, just your carbody.

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