Fixed Timestep + WheelCollider

does anybody have an idea
why a vehicle would not drive at 0.00444 and drive at 0.01666 fixed timestep?

using wheelC.motorTorque and code in Update


if timestep change to 0.00444 after vehicle started, it drives alright
looks like it has to do something w wheelC.forceAppPointDistance

Looks like a bug in some initialization code. I’d recommend you to send a bug report with a very simple repro scene.

I work mainly in 5.67 so I don’t know…

forgot to mention an important detail: this is a truck which has a trailer connected with a hinge joint
without trailer it has no issue

and it is inconsistent: it happens that one truck starts out fine, the other one doesn’t
and if something bumps into the other one, it starts to move too

Still, it looks like a bug. I’d try creating a new project with a completely minimal scene that can reproduce the bug consistently. Then upgrade the project to Unity 2019.3 (where PhysX has been upgraded to 4.1) and check out if the problem persists. If it does then the bug is still there, so a bug report will help to fix the problem in upcoming versions.

turned out it was because of the trailer weight.
could not make it move with regular weight at any values.

had to lower the weight and when it started to move, changed it back to regular weight.

at 0.00444 timestep had to go as low as 32

(also it might be connected to suspensionspring.dampen value)