Can you post the code you are using to control the vehicle? Also, are you sure the CharacterController is the best way to implement it? You might want to look at using wheel colliders - there’s a script called JCar on the Unify wiki which demonstrates how to use wheel colliders for a typical car-like vehicle.
Thank you for your answer andeee… I am already using wheel colliders not a character controller… I must have been dejected and tired when I finally gave up and posted here… I meant to say rigidbody NOT CHARACTER CONTROLLER !!!))!@
I believe I found the problem. I had 2 rigibodies on the same object, one in a child.
I also had 2 exactly sized colliders that looked like one in the gizmo view… I removed the extra rigidbody and collider and everything got back to normal. I have predetermined locations where the vehicle can start the session. In each one ot them the vehicle would initially land and immediately bounce off the tarmac sky-bound for a loopidy loop session… I moved the camera away from the vehicle to see better… and I turned the gizmos on in the Game window… low and behold, as the vehicle landed it extracted a green box(collider like) out of itself. The green box would stay attached and travel along side of the vehicle hitting the ground or other stuff, lol… after I removed the collider and the rigidbody… the vehicle lands as expected smoothly and comes to rest immediately and it no longer collides with invisible objects(terrain that is). Voila! …oh the frustration, I had swept thru all objects and cleaned up everything but missed the only thing that caused the problem.
Note: …here is something that I suspect is a source of problems while building a scene. Many a time while using the mouse inadvertent clicks will grab things in the various windows and copy/drop them in a new location… There is no confirmation trap(dialog) in the Editor to prevent that… I have had to move things back and at times it was hard to find out what actually had gotten misplaced and where. I know if there are too many confirmation dialogs it would be painful to move fast while editing but some of those should be trapped.
oh well!