WheelCollider locked up..

I seem to be having a problem with the wheelcolliders resisting movement in 5.5. Originally I saw this behaviour in my more complex gameobjects, but have now pared it right back to eliminate other issues.

In 5.4:
I have a cube with a rigidbody and four wheelcolliders, at rest on a flat terrain. the gameobject applies a force to the rigidbody in forward direction, in FixedUpdate(). No other scripts attached. Cube begins to accelerate in forward direction as expected.

In 5.5
Exactly the same setup, but cube appears to rock forward a little as if wheelcollider brakes are on. While running if I pick up gameobject a little and drop it, immediately begins to roll forward.

It feels like the wheelcolliders are locked up somehow. I have even set brakeTorque and motorTorque to zero in Update() to rule that out but the only thing that makes it roll is lifting up in scene view.

As it stands, my gameobjects just stay stuck in place unless I manually nudge them.
Can anyone else try this and see if 5.5 has introduced new behaviour in wheelcolliders…?

Thanks

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Could you print out the settings of your wheels and your Rigidbody?

Same problem since 2014. Looking for anwser now in 2016 and can’t find it.

At start, Wheels have “handbrake stuck mode”, and if u want to use AddForce, not MotorTorque, car don’t move. But if u UP your “player\rigidbody with wheel’s” in Play mode and release it to the ground, the “handbrake stuck mode” goes to offline and “player\rigidbody with wheel’s” start use AddForce to move forward.

U can also gave some minimal torque to wheel at start, that break the “handbrake stuck mode”. But after full stop u must to gave some torque again, if u want to go again.

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