At least they’re contacting the ground and not just going through it. That was the bug that has been fixed.
The problem you’re experiencing is something different, maybe unrelated to this. Maybe some settings of the WheelCollider were reset to their default values? (i.e. radius = 1). Showing the WheelCollider gizmos should give some clues.
The wheels going through the ground or pushing the body up are the same issue it just depends on how high or low the vehicle has been set, at least in my case the bug is still not fixed in 6000.0.23f1
Guys, please vote on it if you want it to be in the next release/patch.
Also, I found a workaround. It did not work for me to change collider properties in my instantiating class on new game objects. But I successfully fixed it in GameObject (car) itself: in Start() method I just disable/enable any wheel collider of this object:
Heya a fix for the issue mentioned above will ship in 6000.0.25f, furthermore we’ve identified an additional issue with adding WheelColliders by script not preserving some of the wheel settings in some vehicle setups. Currently working on fixing that. Hopefully it will be in time for 6000.0.25f.
I’m seeing this issue in 6000.2.1 as well. Wheels fall thru the ground after calling AddExplosionForce on a vehicle that was respawned (disable & enable gameobject). This did not happen in 6000.1.
Same here. Was working ok on 6.1, then updated to 6.2 and randomly some AI cars fall thru the ground.
I use VPP for player vehicle (old version with wheel colliders) and can change any setting in realtime without problem.
My AI traffic uses STS and sometimes falls, and if i change settings in runtime on rigidbody or colliders the problem don’t occur, it’s very random.
By disabling/enabling wheelcollider seems to fix and the AI car goes back on track.