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Question by Bincredible · Sep 24, 2014 at 01:13 AM · rigidbodycollidercarflipwheel collider

Stop Wheel Colliders from flipping over

Hello, I have been making a car script and I am using the wheel colliders to do so. I have also got a rigid body attached to the car but, the problem is that when I steer the car left and right the car will just tip over and I can't stop it. Ive looked around for any help but I can't find something which works for my script. Any help would be nice!

Here's my script which I have for my car:

 var handBrake : boolean = false;
 var canDrive : boolean = false;
 
 var player : Transform;
 var car : Transform;
 var seat : Transform;
 var getOutPosition : Transform;
 
 var wheelColFR : WheelCollider;
 var wheelColFL : WheelCollider;
 var wheelColRR : WheelCollider;
 var wheelColRL : WheelCollider;
 
 var fourWheelDrive : boolean = false;
 var twoWheelDrive : boolean = true;
 
 var moveSpeed : float = 20.0;
 var turnSpeed : float = 15.0;
 
 function Update(){
  
 
 if(!canDrive){
 /************************* ENABLE PLAYER MOVEMENT ***********************/
 script = player.GetComponent(PlayerController); 
 script.enabled = true;
 script2 = player.GetComponent(CharacterController); 
 script2.enabled = true;
 script3 = player.GetComponent(CharacterMotor); 
 script3.enabled = true;
 
 player.parent = null;
 
 }
     
     
 
 if(canDrive){
 
 script = player.GetComponent(PlayerController); 
 script.enabled = false;
 script2 = player.GetComponent(CharacterController); 
 script2.enabled = false;
 script3 = player.GetComponent(CharacterMotor); 
 script3.enabled = false;
 
 player.transform.position = seat.transform.position;
 player.rotation = seat.rotation;
 player.parent = seat.transform;
 
 if(Input.GetKeyDown(KeyCode.RightShift)){
 canDrive = false;
 }
 
 if(Input.GetKeyDown(KeyCode.Space)){
 handBrake = !handBrake;
 }    
 
 if(handBrake){
 
 }
 
 if(!handBrake){
     CheckInput();
 }          
 
 }else{
 player.rotation = Quaternion.identity;
 }            
 }
 
 
 function InCar(check : int){
 if(check == 1){
 canDrive = true;
 }
 }
 
 
 function CheckInput(){
 
     var h : float = Input.GetAxis("Horizontal") * turnSpeed;
     var v : float = Input.GetAxis("Vertical") * moveSpeed;
     
     wheelColFR.steerAngle = h;
     wheelColFL.steerAngle = h;
     wheelColRR.steerAngle = h/2;
     wheelColRL.steerAngle = h/2;
     
     wheelColRR.motorTorque = v;
     wheelColRL.motorTorque = v;
     wheelColFR.motorTorque = v;
     wheelColFL.motorTorque = v;
     
 }
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Answer by AlucardJay · Sep 24, 2014 at 01:14 AM

Lower the rigidbody center of mass. Consider an anti-roll solution : http://projects.edy.es/trac/edy_vehicle-physics/wiki/TheStabilizerBars

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