Hello, I have an issue regarding applying wheel colliders to my car model. While the positioning of the wheel colliders alone doesn’t cause this, whenever I run my UpdateWheels function, this causes the wheels to fly out to the sides upon running the project like so:
For reference, here is my UpdateWheels function:
[SerializeField] private WheelCollider frontLeftWheelCollider;
[SerializeField] private WheelCollider frontRightWheelCollider;
[SerializeField] private WheelCollider rearLeftWheelCollider;
[SerializeField] private WheelCollider rearRightWheelCollider;
[SerializeField] private Transform frontLeftWheelTransform;
[SerializeField] private Transform frontRightWheeTransform;
[SerializeField] private Transform rearLeftWheelTransform;
[SerializeField] private Transform rearRightWheelTransform;
private void FixedUpdate()
{
GetInput();
HandleMotor();
HandleSteering();
UpdateWheels();
}
private void UpdateWheels()
{
UpdateSingleWheel(frontLeftWheelCollider, frontLeftWheelTransform);
UpdateSingleWheel(frontRightWheelCollider, frontRightWheeTransform);
UpdateSingleWheel(rearRightWheelCollider, rearRightWheelTransform);
UpdateSingleWheel(rearLeftWheelCollider, rearLeftWheelTransform);
}
private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform)
{
Vector3 pos;
Quaternion rot;
wheelCollider.GetWorldPose(out pos, out rot);
wheelTransform.rotation = rot;
wheelTransform.position = pos;
}
Any idea how I would fix this?

