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Question by xyHeat · Mar 20, 2016 at 02:29 PM · wheel collidersvehicles

My car is shaking [Wheel colliders]

Hey everybody ! I'm making a racing game but i have a problem, i make a track with blender but my vehicule is always shaking and it overturn...

Some one can help me ?

for wheel colliders i use the properties of the standart asset vehicule (i just changed the radius), my vehicule has a scale of 3 3 3 and this is my vehicule controller (i have only 2 scripts) :

using UnityEngine; using System.Collections; using UnityEngine.Networking; //multiplayer using UnityEngine.UI;

public class PlayerController : NetworkBehaviour {

 public GameObject Detector;
 public Text lapsText;
 public int lapsNumber;

 public Camera cam;

 // Déclaration des roues
 public WheelCollider[] wheelColliders;

 // Déclaration des graphismes des roues
 public Transform[] wheels;

 // Puissance des roues
 public float maxTorque = 50;

 //Rigidbody rb; pas encore utilisé


 void Start () {

     lapsNumber = 0;

     if (!isLocalPlayer)
     {
         cam.enabled = false;
     }

     if (isLocalPlayer)
     {
         cam.enabled = true;
     }


     // RigidBody
     //rb = GetComponent<Rigidbody>(); pas encore utilisé
 }
 
 void FixedUpdate () {

     if (!isLocalPlayer)
         return;
     // Si ce n'est pas le joueur, ne rien faire

     float steer = Input.GetAxis("Horizontal"); // Permet de tourner
     float accelerate = Input.GetAxis("Vertical"); // Permet d'avancer ou de reculer

     float finalAngle = steer * 45f; // angle des roues avant max (pour tourner)
     wheelColliders[0].steerAngle = finalAngle;
     wheelColliders[1].steerAngle = finalAngle;

     // le << Vertical >> désigne les touches "w" et "s" (WASD) ou les fleches directionelles haut et bas
     // le << Horizontal >> désigne les touches "a" et "d" (WASD) ou les fleches directionelles gauche et droite

     // application de la puissance
     for (int i = 0; i < wheelColliders.Length; i++)
         // wheelColliders.Length est le nombre de roues
     {
         wheelColliders[i].motorTorque = accelerate * maxTorque;
     } 

     // On peut modifier les touches par défaut.
 }

 void Update()
 {
     UpdateMeshesPosition();
 }

 void UpdateMeshesPosition()
 {
     for(int i = 0; i < wheels.Length; i++)
     {
         Quaternion quad;
         Vector3 pos;
         wheelColliders[i].GetWorldPose(out pos, out quad);
         // enregistrer la posirtion et la rotation

         //applique la position et la rotation sur les graphismes des roues
         wheels[i].position = pos;
         wheels[i].rotation = new Quaternion(quad.x, quad.y, quad.z, quad.w);
     }
 }

 public void AddLap()
 {
     lapsNumber = lapsNumber + 1;
     lapsText.text = lapsNumber + "";
 }    

}

Thank you !

bye, xyHeat

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avatar image xyHeat · Mar 20, 2016 at 02:45 PM 0
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I tried to change the scale of all my objects but it don't work ...

avatar image Bongmo · Apr 23, 2016 at 07:38 PM 0
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I would check the wheel colliders.

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Answer by Yuvjeeth · Apr 23, 2016 at 01:05 PM

Hi xyHeat, You can try changing the mass of the Rigidbody, also, try changing the mass of each WheelCollider. This improved stability for me.

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ashokdamani

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