I’m creating a car game but I do not want to have the wheels visibly turn as the car moves, using a wheel collider, but I still need them to turn to the left and right and move the car.
After calling WheelCollider.GetWorldPose(), apply the position only but not the rotation. Then calculate the local rotation yourself using WheelCollider.steerAngle and apply the result.
For example, this could work as long as the default local rotations of the wheels in your 3D model are all zero:
wheelTransform.localRotation = Quaternion.Euler(0, wheelCollider.steerAngle, 0);