Why my wheels go to china?

Hello, new person into Unity.
I tried to make one of the cars form this pakage driveable.
But when i test it.
The wheels separates from the body andstart maheing the car go in a sphere.
I don’t know why it does that.

This is the Script i used for the car control:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CarController : MonoBehaviour
    private float horizontalInput, verticalInput;
    private float currentSteerAngle, currentbreakForce;
    private bool isBreaking;

    // Settings
    [SerializeField] private float motorForce, breakForce, maxSteerAngle;

    // Wheel Colliders
    [SerializeField] private WheelCollider FL_Collider, FR_Collider;
    [SerializeField] private WheelCollider BL_Collider, BR_Collider;

    // Wheels
    [SerializeField] private Transform FL_Transform, FR_Transform;
    [SerializeField] private Transform BL_Transform, BR_Transform;

    private void FixedUpdate()

    private void GetInput()
        // Steering Input
        horizontalInput = Input.GetAxis("Horizontal");

        // Acceleration Input
        verticalInput = Input.GetAxis("Vertical");

        // Breaking Input
        isBreaking = Input.GetKey(KeyCode.Space);

    private void HandleMotor()
        FL_Collider.motorTorque = verticalInput * motorForce;
        FR_Collider.motorTorque = verticalInput * motorForce;
        currentbreakForce = isBreaking ? breakForce : 0f;

    private void ApplyBreaking()
        FR_Collider.brakeTorque = currentbreakForce;
        FL_Collider.brakeTorque = currentbreakForce;
        BL_Collider.brakeTorque = currentbreakForce;
        BR_Collider.brakeTorque = currentbreakForce;

    private void HandleSteering()
        currentSteerAngle = maxSteerAngle * horizontalInput;
        FL_Collider.steerAngle = currentSteerAngle;
        FR_Collider.steerAngle = currentSteerAngle;

    private void UpdateWheels()
        UpdateSingleWheel(FL_Collider, FL_Transform);
        UpdateSingleWheel(FR_Collider, FR_Transform);
        UpdateSingleWheel(BR_Collider, BR_Transform);
        UpdateSingleWheel(BL_Collider, BL_Transform);

    private void UpdateSingleWheel(WheelCollider wheelCollider, Transform wheelTransform)
        Vector3 pos;
        Quaternion rot;
        wheelCollider.GetWorldPose(out pos, out rot);
        wheelTransform.rotation = rot;
        wheelTransform.position = pos;

And this is the prefab group i used:

And this is what the car does when tested.

I don’t know why is this happening, any help will be useful.