In game mode, collider rotation values return to zero. Apparently the wheel collider does not support rotation. Therefore, the wheel mesh needs to be tilted. Can someone tell me how to do this?

By using “wheelCol.Get WorldPose” and then applying its values to the wheel mesh, I can’t do anything else to the wheel mesh, including adding a Quaternion.Euler to it.

For now, I’ve come up with this solution: I don’t take the rotation from “wheelCol.GetWorldPose”. Instead, I assign values to “Quaternion.Euler” via “transform.localRotation”, where I send “wheelCol.rpm” and the tilt value.

But with this method, the wheels do not behave quite correctly.

This will take the position and rotation from wheel collider and add some tilt angle after that. You obviously have to use the car transform as a reference (or anything else that is not rotated when the wheels turn)