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Question by aWolfKing · Feb 04, 2017 at 12:23 PM · c#collisionphysicscolliderscar

Car will only turn right (& ignored collders)

I have build a car with 4 wheels, the front 2 wheels can turn/steer. Based on their angle I apply a force from the wheel to the desired direction. This works when I steer to the right, but if I steer to the left my car just slides on the direction it should turn. But the strange thing is that, when I pull the car from the ground and then steer to the left, my car turns to the left, but cannot turn right... I have searched around on the internet but could not find any answers, so I hope any of you can help me. What kind of problem is this? Is it in the physics? and how whould I solve/fix it?

Vector3 side = transform.forward; if(config.axises[i].WheelAngle < 0) { side = -transform.right;//-transform.right; } else if(config.axises[i].WheelAngle > 0) { side = transform.right; } transform.GetComponent ().AddForceAtPosition(side * engine.EnginePower*InputForward, ForcePosition); //gets the rigidbody component, but seems to not show in preview

a 'Small' secondary question, which, if answered, could solve my first problem: Is it possible to make colliders work (components in gameobjects, which are children of a parent with a CharacterController component) with a CharacterController? It seems that the CharacterController ignores all child colliders.

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