Can't get WheelColliders because of FixedUpdate

I’ve made a prototype of car game, in that game i have script which creates wheelcolliders, adds link on them to variable, and then another script “CarController” read this variables from the first script in function Start() to add motorTorque, etc. to WheelColliders. When i add to “CarController” script FixedUpdate(), this script didn’t read variables or some kind of that, and because of that this script haven’t links on WheelColliders(In Inspector variables that should be wheelcolliders are empty), when i had copied all from FixedUpdate(), deleted FixedUpdate() and pasted all to Update() everything works well(In Inspector variables are wheelcolliders). But even if i have empty FixedUpdate() in that script, it don’t work again. Can you tell me why that happens, please?
P.S.: sorry for my english, that’s not my native language.

might be better to post the code you have, that description isn’t making much sense to me :face_with_spiral_eyes:

1 Like

Sorry, forgot about it:sweat_smile:

void Start () {

//Находим скрипт CarInfo
CarInfo = this.GetComponent<CarInfo> ();
//Создаем массив для коллайдеров колёс
WheelColliders = new WheelCollider [NumberOfWheels];


for (inti = 0; i < NumberOfWheels; i++) {


//Находимколлайдерыколёс
WheelColliders[i] = CarInfo.WheelColliders[i].GetComponent<WheelCollider>();


 }


 }

void Update () {

                    MoveCar ();

    }



    void MoveCar () {

                    Move ();
                    Turn ();
                    HandBrake ();

    }



    void Move () {

                    throttle = Input.GetAxis ("Vertical");


                    if (throttle >= 0) {

                        for (int i = 0; i < NumberOfWheels; i++) {

                            if (IsBraking [i]) {
                                WheelColliders [i].brakeTorque = 0;
                            }

                            if (IsDriving [i]) {
                                WheelColliders [i].motorTorque = Time.deltaTime * maxMotorTorque * throttle;
                            }

                        }

                    } else if (throttle < 0) {

                        for (int i = 0; i < NumberOfWheels; i++) {

                            if (IsDriving [i]) {
                                WheelColliders [i].motorTorque = 0;
                            }
                           
                            if (IsBraking [i]) {
                                WheelColliders [i].brakeTorque = Time.deltaTime * maxBrakeTorque;
                            }
                           
                        }
                       
                    }

    }


    void Turn () {


                    steering = Input.GetAxis ("Horizontal");

                          if (steering < 0) {
                            WheelColliders[0].steerAngle = minSteerAngle * steering;
                            WheelColliders[1].steerAngle = maxSteerAngle * steering;

                        } else {

                            WheelColliders[0].steerAngle = maxSteerAngle * steering;
                            WheelColliders[1].steerAngle = minSteerAngle * steering;
                        }

    }


    void HandBrake () {
   
               
                    if (Input.GetKeyDown(KeyCode.Space)){

                        for (int i = 0; i < NumberOfWheels; i++) {
                           
                            if (IsDriving [i]) {
                                WheelColliders [i].brakeTorque = maxBrakeTorque;
                            }

                        }

                    } else if (Input.GetKeyUp(KeyCode.Space)){

                        for (int i = 0; i < NumberOfWheels; i++) {
                           
                            if (IsDriving [i]) {
                                WheelColliders [i].brakeTorque = 0;
                            }
                           
                        }

                    }

    }