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Question by kevinv321 · Jul 18, 2013 at 12:06 PM · movementrigidbodyplayercar

WheelColliders Bug Fix

I'm aware of the fact that the WheelColliders bug is known: ve$$anonymous$$cles are slightly steering to the left or right on a flat surface.

However, most of those questions are dated from over a year ago, some even from 2010', so in t$$anonymous$$s time, people might have found a fix (quick and dirty fixes are fine too). At the moment I am t$$anonymous$$nking about t$$anonymous$$s:

 fr.steerAngle = Input.GetAxis ("Horizontal") * steerSpeed + counterDrift;
 fl.steerAngle = Input.GetAxis ("Horizontal") * steerSpeed + counterDrift;

Of course t$$anonymous$$s is not ideal, but it might work.

In the Car Tutorial demo project from Unity I saw that the car in t$$anonymous$$s project doesn't get affected by t$$anonymous$$s bug, I wonder why, someone have any ideas? The only difference with my project is that the Wheel Colliders are created at runtime (!), if I change my code and create the wheel colliders in the Awake/Start function like they do, will that make a difference? Or do they use any other code to fix t$$anonymous$$s?

All help and all suggestions are very welcome!

PS: Are there persons who created their own "wheel collider" code because of t$$anonymous$$s bug?

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avatar image InfiniBuzz · Jul 18, 2013 at 05:25 PM 0
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have you actually experienced this bug by yourself? because I'm having multiple vehicles and tested them. WheelColliders have to be exactly positioned. I also have "mini"-springs for the vehicle that usually don't have springs. The only moment they are steering is when i actually steer or when I apply too much torque so taht the wheels slip

avatar image kevinv321 · Jul 19, 2013 at 11:29 AM 0
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@InfiniBuzz, mm interesting, but yes, I'm having this bug. However, what you said about too much torque makes me think, how could I adjust the slip values so that too much torque will never be a problem?

avatar image InfiniBuzz · Jul 19, 2013 at 12:00 PM 0
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You can read about the friction curve on the WheelCollider page in the docs. It is quiet tricky to set up. The extremum value is where your wheel starts slipping and with the asymptote value you can adjust the curve. its (force/slip) curve

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