Wheel Collider violently shaking

I have worked through the official Wheel Collider tutorial.
However when driving my car starts shaking violently, causing it to slightly change direction.

Here is a video of the problem.
Here is the car’s hierarchy.

I have tried altering the wheels’ suspension distances, but the problem still persists. Setting the RigidBody to ‘interpolate’ did not help either.

Lowering the mass increases the effect. Increasing the mass lowers the effect.
When I set the mass to a low value, e.g. 1, the car bounces high up into the air the moment it touches the ground. I suspect these effects to be related.

Any help is greatly appreciated!

I am done and the script works... I do not know why it does not work in my other scene. By the way how do I reward you?

Honestly mate I'd ditch that jump bool and getaxis as it seems to be a really strange way to find out if space is being pressed you really only need this... if (Input.GetKeyDown("space") && isFalling == false) {

2 Answers

2

I don’t know if you already figured it out, but I had the same problem, and the the solution in my case was that i needed to add a collider to the wheel model (which visually represents the wheel, a cylinder for example). This collider can be smaller than the wheel collider, and maybe needs to, because if it is bigger, the car won’t move.

Fixed it for me, thank you!

Thank you so much It really worked in my case i have added Capsule Collider to each wheel and that worked.

Thank you, something just clicked in my head when this finally worked on our model -- the wheel collider simulates wheel friction and movement, but stability still relies on the object's colliders. We've been using a simple box for our relatively complex model all this time, and kept wondering why it always slid on uneven terrain. Adding capsule colliders to each wheel stabilized the whole thing well. Thanks again!

Wow im looking for same problem. I change all values of wheel collider! Ty my hero. Its working

try change drag value