Car wheels spin but car doesnt move

public class CarMovement : MonoBehaviour
{

public WheelCollider CC_ME_Wheel_FL;
public WheelCollider CC_ME_Wheel_FR;
public WheelCollider CC_ME_Wheel_BL;
public WheelCollider CC_ME_Wheel_BR;
public Transform CC_ME_Wheel_FLTrans;
public Transform CC_ME_Wheel_FRTrans;
public Transform CC_ME_Wheel_BLTrans;
public Transform CC_ME_Wheel_BRTrans;
public Vector3 eulerTest;
public float maxTorque = 50;



// Use this for initialization
void Start()
{
    GetComponent<Rigidbody>().centerOfMass = new Vector3(0, -.9f, 0);
}

// Update is called once per frame
void Update()
{
    CC_ME_Wheel_FLTrans.Rotate(CC_ME_Wheel_FL.rpm / 60 * 360 * Time.deltaTime, 0, 0);
    CC_ME_Wheel_FRTrans.Rotate(CC_ME_Wheel_FR.rpm / 60 * 360 * Time.deltaTime, 0, 0);
    CC_ME_Wheel_BLTrans.Rotate(CC_ME_Wheel_BL.rpm / 60 * 360 * Time.deltaTime, 0, 0);
    CC_ME_Wheel_BRTrans.Rotate(CC_ME_Wheel_BR.rpm / 60 * 360 * Time.deltaTime, 0, 0);

    CC_ME_Wheel_FLTrans.localEulerAngles = new Vector3(0, CC_ME_Wheel_FL.steerAngle * 2, 0);
    CC_ME_Wheel_FRTrans.localEulerAngles = new Vector3(0, CC_ME_Wheel_FR.steerAngle * 2, 0);

}

// Fixed update is called more often than once per frame
void FixedUpdate()
{
    CC_ME_Wheel_BR.motorTorque = maxTorque * Input.GetAxis("Vertical");
    CC_ME_Wheel_BL.motorTorque = maxTorque * Input.GetAxis("Vertical");
    CC_ME_Wheel_FL.steerAngle = 10 * Input.GetAxis("Horizontal");
    CC_ME_Wheel_FR.steerAngle = 10 * Input.GetAxis("Horizontal");
}

}

Remove all colliders from your car, except for WheelCollider. Most common mistake is to put colliders on your tires, even though you are already using WheelColliders. In this case the colliders will conflict with each other, and even though your tires will be spinning, your car won’t move.