It seems like my WheelCollider isn’t actually colliding with my track (the track is copied from the Car Demo).
It moves forward, turns (so it must be colliding some how), and the transform turns appropriately, but the part of the wheels outside of the box collider falls through the track. After it falls through it will drive forward and rise on top of the track as if the track was a curb, then it will fall back through and repeat.
The Collider is attached to the wheel transform.
Any possible explanations for this behaviour? I can’t figure it out.
Hey Jedd,
Just a guess, but It might be the orientation…Remember I said about having the wheel pointing forward on the z axis? I cant say for sure but maybe the wheel collider is pointing sideways thus rotation is like a coin that flips, rather than rotates…
The other thing to consider is that the wheel collider is not meant to rotate, it is stationary, and you rotate a different GO, the graphical wheel, to trick viewrs into thinking the “wheel” is going round. After a little thought, I think this is the probable cause…
Hence the “CarWizard” You should see if you can dissect the car script maybe?
Where can I find out more information about the WheelFrictionCurve, or what should I search for when looking for information? I don’t know what exactly the WheelFrictionCurve can be used for. Would learning how the Pacejka slip based friction model be worth looking at to? I guess what I’m trying to simulate right now it suspensions shocks (those are probably springs actually…) (all terrain), weight transfer (for sharp turns), and skidding. Is this what the WheelFrictionCurve can be used for?
Yeah, I’ve looked at the demo and and docs. I guess what I’m really trying to simulate is realistic turning. This would involve weight transfer, braking and skidding. I don’t know how the WheelFrictionCurve could be used for such a purpose. I’ve found a lot of papers and references that explain possible models used to simulate this, but I don’t know how to translate to terms that can be used with the WheelFrictionCurve.