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Question by miman888 · May 21, 2020 at 10:05 AM · blendercarwheelcollider

Wheel colliders facing the wrong direction

Hi, i imported my own custom car model from blender and applied wheelcolliders to all of the wheels. But unfortunately my wheels are turning on the wrong axis. I do not know how to fix the way the wheelcolliders are facing.

Here is my code from my car script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CarController : MonoBehaviour
 {
 
     public void GetInput()
     {
         horizontalInput = Input.GetAxis("Horizontal");
         verticalInput = Input.GetAxis("Vertical");
     }
 
     private void Steer()
     {
         steerAngle = maxSteerAngle * horizontalInput;
         frontLeftW.steerAngle = steerAngle;
         frontRightW.steerAngle = steerAngle;
     }
 
     private void Accelerate()
     {
         frontLeftW.motorTorque = motorForce * verticalInput;
         frontRightW.motorTorque = motorForce * verticalInput;
     }
 
     private void UpdateWheelPoses()
     {
         UpdateWheelPose(frontLeftW, frontLeftT);
         UpdateWheelPose(frontRightW, frontRightT);
         UpdateWheelPose(rearLeftW, rearLeftT);
         UpdateWheelPose(rearRightW, rearRightT);
     }
 
     private void UpdateWheelPose(WheelCollider collider, Transform transform)
     {
         Vector3 pos = transform.position;
         Quaternion quat = transform.rotation;
 
         collider.GetWorldPose(out pos, out quat);
 
         transform.position = pos;
         transform.rotation = quat;
     }
 
     private void FixedUpdate()
     {
         GetInput();
         Steer();
         Accelerate();
         UpdateWheelPoses();
     }
 
    private float horizontalInput;
    private float verticalInput;
    private float steerAngle;
    
    public WheelCollider frontLeftW, frontRightW;
    public WheelCollider rearLeftW, rearRightW;
    public Transform frontLeftT, frontRightT;
    public Transform rearLeftT, rearRightT;
    public float maxSteerAngle = 30;
    public float motorForce = 50;
 }
 

And here is a picture of what is happening to my wheel: alt text

capture.png (17.8 kB)
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