Any tutorials on Tires turning with Wheel colliders (4.6)?

My tires spin perfectly the way I want them too, however I can seem to find a straightforward tutorial or free piece of code (in C#) that can help me Turn the tires in the same angle as my wheel colliders.

I would appreciate if someone could point me in the right direction! I’ve been searching for about 3 hours and all I can seem to find are people asking how to rotate the tires which is something I have already figured out.

So your tire objects control their rotation on the Z and you want to set their rotation on the Y to match the wheel collider so they turn left and right?

Should just be:

Quaternion tireRotation = tire.transform.rotation;
Quaternion colliderRotation = collider.transform.rotation;

tire.transform.rotation = Quaternion.Euler(tireRotation.eulerAngles.x, colliderRotation.eulerAngles.y, tireRotation.eulerAngles.z);

My code is as follows but I got the following error:

Assets/Scripts/HarvMovementScript.cs(17,35): error CS0236: A field initializer cannot reference the nonstatic field, method, or property HarvMovementScript.WheelsFL' & Assets/Scripts/HarvMovementScript.cs(18,39): error CS0236: A field initializer cannot reference the nonstatic field, method, or property HarvMovementScript.WheelColliderFL’

using UnityEngine;
using System.Collections;

public class HarvMovementScript : MonoBehaviour {

    public float MotorForce;
    public WheelCollider WheelColliderFL;
    public WheelCollider WheelColliderFR;
    public WheelCollider WheelColliderRL;
    public WheelCollider WheelColliderRR;
    public Transform WheelsFL; // front left wheel mesh only ( no collider)
    public Transform WheelsFR; // front right wheel mesh only ( no collider)
    public Transform WheelsBL; // back left wheel mesh only ( no collider)
    public Transform WheelsBR; // back right wheel mesh only ( no collider)
    public float SteerForce;
    public float BrakeForce;
    Quaternion tireRotation = WheelsFL.transform.rotation;
    Quaternion colliderRotation = WheelColliderFL.transform.rotation;

    ///public float TurnSpeed;
    ///public float TurnAngle;

    // Use this for initialization
    void Start () {
   


    }
   
    // Update is called once per frame
    void Update () {
   
        float v = Input.GetAxis ("Vertical") * MotorForce;
        float h = Input.GetAxis ("Horizontal") * SteerForce;
        

        WheelColliderRL.motorTorque = v;
        WheelColliderFL.motorTorque = v;
        WheelColliderRR.motorTorque = v;
        WheelColliderFR.motorTorque = v;

        WheelColliderFL.steerAngle = h;
        WheelColliderFR.steerAngle = h;

        WheelColliderFL.transform.rotation = Quaternion.Euler(tireRotation.eulerAngles.x, colliderRotation.eulerAngles.y, tireRotation.eulerAngles.z);

       


        WheelsFL.Rotate(WheelColliderFL.rpm / 60 * 360 * Time.deltaTime,0,0);
        WheelsFR.Rotate(WheelColliderFR.rpm / 60 * 360 * Time.deltaTime,0,0);
        WheelsBL.Rotate(WheelColliderFL.rpm / 60 * 360 * Time.deltaTime,0,0);
        WheelsBR.Rotate(WheelColliderFR.rpm / 60 * 360 * Time.deltaTime,0,0);



        ///Brakeon
        if (Input.GetKey (KeyCode.Space)) {
       
        WheelColliderRL.brakeTorque = BrakeForce;
        WheelColliderRR.brakeTorque = BrakeForce;
        WheelColliderFL.brakeTorque = BrakeForce;
        WheelColliderFR.brakeTorque = BrakeForce;
        }

        ///Brakeoff
        if (Input.GetKeyUp (KeyCode.Space)) {
                        WheelColliderRL.brakeTorque = 0;
                        WheelColliderRR.brakeTorque = 0;
                        WheelColliderFL.brakeTorque = 0;
                        WheelColliderFR.brakeTorque = 0;

                }
           


    }
}

Move these two lines:

  Quaternion tireRotation = WheelsFL.transform.rotation;
  Quaternion colliderRotation = WheelColliderFL.transform.rotation;

Down to just before this line:

WheelColliderFL.transform.rotation = Quaternion.Euler(tireRotation.eulerAngles.x, colliderRotation.eulerAngles.y, tireRotation.eulerAngles.z);

Quaternions are structs (value types), so you can’t store references to them like you can classes (reference types).