Car goes crazy haywire when touching ground, I'm new and don't know what could be causing it

Just a pointing in the right direction would mean a lot, cause I’m completely in the dark as to what could be causing this.

I’m new to game development.

My Car Controller script is turned off in this video, so that’s not the cause.

The values for drag and mass and stuff, of the various included game objects, should also be normal, because I already went over that with ChatGPT.

The GameObjects with the Wheel Colliders are separate from the Wheel Meshes. Their parents (e.g. RearRight) don’t have any components aside from Transform.

It only stays still if I freeze X and Z rotation. If I have X and Z frozen with the Car Controller script on (created by ChatGPT), and press W (forward) or S, it also goes crazy.

There are no errors or warnings in the Console.

I’m guessing you just misparented or misconnected stuff in your physics car setup and now the physics is fighting with itself.

Making cars in video games is a pretty well-covered topic, so no need to bring in delusional chatbots… chatbots almost never help anyone do any engineering of actual value.

I would start with the simplest car tutorial out there you can find. Unity has several, there are bazillions more on Youtube.

Two steps to tutorials and / or example code:

  1. do them perfectly, to the letter (zero typos, including punctuation and capitalization)
  2. stop and understand each step to understand what is going on.

If you go past anything that you don’t understand, then you’re just mimicking what you saw without actually learning, essentially wasting your own time. It’s only two steps. Don’t skip either step.

Step #2 is particularly critical when learning.

If you don’t want to do Step #2, just ask someone else to do the whole game for you.

Imphenzia: How Did I Learn To Make Games:

I genuinely appreciate the advice.

I agree that chatbots struggle with a lot of stuff, especially when it gets more complex, but it’s great for kickstarting the learning process of something that’s foreign to you.

I didn’t expect it to error in something that, like you said, is a well-covered topic, usually it’s good at that. But in this case it indeed wasted my time.

The problem you’ve run into doesn’t really come from Unity itself, but from physics – from what you’re trying to simulate. The more accurate a vehicle driving model you want to build, the more physics knowledge and the ability to translate it into Unity you’ll need.

Ambition is a good trait, but if you start with projects that are too complex, it’s easy to get discouraged. I recommend starting with Unity’s official tutorial – I’m a programmer by trade, and I appreciated its quality as a practical introduction, instead of slogging through dry manuals or copying code from YouTube, which doesn’t really teach you much.

The goal is to simulate reality without matching its full complexity – what matters is that the player believes in the immersion.