Simplest possible car not working

Hi everyone,

I have been working on a car game project for a while now. Its a gta 1 style car game and right now im only using a boxcollider with a rigidbody and 4 wheelcolliders. Im adding torque to the both back wheels to move it forward, but even with the both front wheelcolliders’ straight (steerAngle=0f) the car turns subtly to the right.

What could cause this?

I have found 4 posts on the forum regarding the same issue, but none of them got any good answers… So i guess im not the only one that could use some help.

I hope that someone that has experience from this can help me :slight_smile:

Here’s the four posts:
http://forum.unity3d.com/viewtopic.php?t=34891&highlight=car+automobile+problem
http://forum.unity3d.com/viewtopic.php?t=31264&highlight=car+automobile+problem
http://forum.unity3d.com/viewtopic.php?t=23774&highlight=car+problem
http://forum.unity3d.com/viewtopic.php?t=11914&highlight=car+problem

I’ve encountered this problem myself in the past - I don’t know why it happens, but I’ll run this past the development team to see if they have any idea.

Is you car mesh or whatever is being used to calc the inertia tensor for the rigid body symetrical down the centre line. I had this issue on one of my cars turned out to be the artist at added a small vent to one side of the car so when I set the centre of the mesh in max assuming it would be the exact mid point between the wheels it was actually slighyly offset to one side so the when I added the wheel colliders ± the same distance from the centre of the mesh they wernt actually equal distance from the cg for the rigidbody so I was getting a slight resulting turning moment from the tyres.