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Question by CraigyP · Jan 28, 2013 at 11:43 AM · physicscarwheelcolliderracingdriving

How is wheelCollider RPM calculated exactly?

Hi All, Apologies if this has been answered before but i cannot find it anywhere. Does anyone know exactly how the rpm property of the wheelcollider is calculated? Obviously a motorTorque value is applied and then presumably this is used with other factors such as the friction variables, rigidbody.mass, drag etc.. but i cant work out exactly how the rpm figure is arrived at. If anyone can shed any light on this that would be greatly appreciated.

Best Regards, Craig

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avatar image CraigyP · Feb 01, 2013 at 01:16 PM 0
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heeeeeeeeeeEEEEEEEEEELP! or you know you dont have to but it would be nice, up to you though

avatar image Diet-Chugg · Feb 10, 2013 at 01:00 AM 0
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Wish I knew... I am running into the same problem myself.

avatar image CraigyP · Feb 19, 2013 at 02:21 PM 0
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Yeah very annoying, ive not worked it out yet. Got to the point where im thinking of ditching Wheel Collider altogether and building something from scratch!

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Answer by CraigyP · Feb 27, 2013 at 01:15 PM

For anyone interested, from what i can gather the RPM appears to be updated each frame/update by incrementing itself by the value of wheelcollider.motortorque/wheelcollider.radius/wheelcollider.mass * time.deltaTime (to cancel out effect of framerate on calculated value)

Presumably this is why wheelCollider.mass has to be greater than 0 - to avoid a divide by 0 error when RPM (and possibly other stuff) is calculated by Unity

Just popping off to scream into a pillow for a while

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