What is the best practivce to make my wheel colliders the most reliable. I’m not using terrain, but rather a mesh that I made form a plane in3ds Max. I find that my wheels are bouncy at some places where the mesh is 100% flat!
Should I increase the number of polygons in my mesh? I though I must make it as few as possible…
If you have very large polygons colliding with relatively small polygons, physics can start getting goofy. Try subdividing large flat areas until the polygons are closer in size to the wheels (but still somewhat bigger).
Also check to see if your mesh might need its “convex” option checked.
Ensure to be using Unity 3, upgrade if you haven’t done so already.
Unity 2 has a bug in physics that causes the effective mass of the rigibodies to be divided by the number of different colliders they (or they children) are touching. Thus, when your vehicle drives from one part of your mesh to another, theres a small time at which your vehicle weights the half, so the suspension springs raise, and it looks like bouncing even at flat terrain.