hi! Is it normal that both angle of wheel and angle of WCollider are different?
leftCollider.steerAngle = volant * Input.GetAxis("Horizontal");
rightCollider.steerAngle = volant * Input.GetAxis("Horizontal");
hi! Is it normal that both angle of wheel and angle of WCollider are different?
leftCollider.steerAngle = volant * Input.GetAxis("Horizontal");
rightCollider.steerAngle = volant * Input.GetAxis("Horizontal");
I turn the graphics of wheel and the colliers separately and they work ok. You should link a bigger part of your script. Or you did this on purpose? it is ok then, it will not ruin the physics if the graphics are not as strongly turned. (if it feels good this way)
but, the center of rotation of the wheels shuold be here:

i.e. like this? if so, it’s that i need.
please, tell, how can I do it? Should I read the API docs or I can do it with GUI?
And physics are simply awful in driving! Here is project (2MB):
http://9340588.net/dune/
And here is some code:
rightCollider.steerAngle = // RIGHT COLLIDER
leftCollider.steerAngle = // LEFT COLLIDER
volant * Input.GetAxis("Horizontal");
wheel_FR_WRAP.transform.localRotation = // RIGHT WHEEL
wheel_FL_WRAP.transform.localRotation = // LEFT WHEEL
Quaternion.AngleAxis(270 - leftCollider.steerAngle, Vector3.forward);
// remark: with '270' it works right :-), in other cases the wheel rotate wrong
Can you help me? ![]()
It seems that your WheelCollider is a children or component of the wheel mesh. That’s not correct. WheelCollider must be in a different gameObect, children of the car’s main object for instance, and this object must not rotate. Simply unparent the WheelColliders from the wheel_ objects and your code will work fine. Both collider and mesh will rotate the same angle.