Hi All, Apologies if this has been answered before but i cannot find it anywhere. Does anyone know exactly how the rpm property of the wheelcollider is calculated? Obviously a motorTorque value is applied and then presumably this is used with other factors such as the friction variables, rigidbody.mass, drag etc… but i cant work out exactly how the rpm figure is arrived at. If anyone can shed any light on this that would be greatly appreciated.

For anyone interested, from what i can gather the RPM appears to be updated each frame/update by incrementing itself by the value of wheelcollider.motortorque/wheelcollider.radius/wheelcollider.mass * time.deltaTime (to cancel out effect of framerate on calculated value)

Presumably this is why wheelCollider.mass has to be greater than 0 - to avoid a divide by 0 error when RPM (and possibly other stuff) is calculated by Unity

Just popping off to scream into a pillow for a while