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Question by madmat3001 · Oct 23, 2012 at 05:41 PM · rigidbodyaddforcecarwheelcollider

Rigidbody car with wheel colliders gets stuck in ground

I have basically copied the car from the car tutorial and tried to change it, so it will follow a spline instead of being controlled by the player.

As long as I have the "AI" set throttle and steer, like a player would, the car behaves physically correct and stays on the road. But at higher speeds the AI has problems following the spline.

So instead I tried directly adding a force that will keep the car on the spline. Sadly this seems to mess up gravity / collision detection as the car either "floats" above the track, collides with it (leading to weird jumps / glitches) or falls through.

I have tried adding the force only in XZ direction, leaving the Y-axis to gravity, but that just leads to less floating and more ground collision.

Here is the relevant snippet of code: (targetPosition is a position further down the spline)

 targetDirection = (targetPosition - transform.position).normalized;
 targetVelocity = targetDirection * targetSpeed;
 deltaVelocity = targetVelocity - rigidbody.velocity;
 deltaAcceleration = deltaVelocity / Time.deltaTime;
 rigidbody.AddForce(new Vector3(deltaAcceleration * rigidbody.mass, ForceMode.Force);

Any ideas?

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