# Wheel Collider Rotation Problem

 0 this is the problem im having when i try to make a car in the image its on a old minecart i was making but i still don't know what's wrong this is the WheelAlignment script ``````var CorrespondingCollider : WheelCollider; ``````var SlipPrefab : GameObject; public var RotationValue : float = 0.0;function Update () { ``````// define a hit point for the raycast collision var hit : RaycastHit; // Find the collider's center point, you need to do this because the center of the collider might not actually be // the real position if the transform's off. var ColliderCenterPoint : Vector3 = CorrespondingCollider.transform.TransformPoint( CorrespondingCollider.center ); // now cast a ray out from the wheel collider's center the distance of the suspension, if it hit something, then use the "hit" // variable's data to find where the wheel hit, if it didn't, then se tthe wheel to be fully extended along the suspension. if ( Physics.Raycast( ColliderCenterPoint, -CorrespondingCollider.transform.up, hit, CorrespondingCollider.suspensionDistance + CorrespondingCollider.radius ) ) { transform.position = hit.point + (CorrespondingCollider.transform.up * CorrespondingCollider.radius); }else{ transform.position = ColliderCenterPoint - (CorrespondingCollider.transform.up * CorrespondingCollider.suspensionDistance); } // now set the wheel rotation to the rotation of the collider combined with a new rotation value. This new value // is the rotation around the axle, and the rotation from steering input. transform.rotation = CorrespondingCollider.transform.rotation * Quaternion.Euler( RotationValue, CorrespondingCollider.steerAngle, 0); // increase the rotation value by the rotation speed (in degrees per second) RotationValue += CorrespondingCollider.rpm * ( 360/60 ) * Time.deltaTime; // define a wheelhit object, this stores all of the data from the wheel collider and will allow us to determine // the slip of the tire. var CorrespondingGroundHit : WheelHit; CorrespondingCollider.GetGroundHit( CorrespondingGroundHit ); // if the slip of the tire is greater than 2.0, and the slip prefab exists, create an instance of it on the ground at // a zero rotation. if ( Mathf.Abs( CorrespondingGroundHit.sidewaysSlip ) > 1.5 ) { if ( SlipPrefab ) { Instantiate( SlipPrefab, CorrespondingGroundHit.point, Quaternion.identity ); } } ``````}and the the car controller script ``````// These variables are for the gears, the array is the list of ratios. The script ``````// uses the defined gear ratios to determine how much torque to apply to the wheels. var GearRatio : float[]; var CurrentGear : int = 0;// These variables are just for applying torque to the wheels and shifting gears. // using the defined Max and Min Engine RPM, the script can determine what gear the // car needs to be in. var EngineTorque : float = 230.0; var MaxEngineRPM : float = 3000.0; var MinEngineRPM : float = 1000.0; private var EngineRPM : float = 0.0;function Start () { // I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way. rigidbody.centerOfMass += Vector3(0, -.75, .25); }function Update () { `````` // Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear]; ShiftGears(); // set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play // up to twice it's pitch, where it will suddenly drop when it switches gears. audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ; // this line is just to ensure that the pitch does not reach a value higher than is desired. if ( audio.pitch > 2.0 ) { audio.pitch = 2.0; } // finally, apply the values to the wheels. The torque applied is divided by the current gear, and // multiplied by the user input variable. FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical"); FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical"); // the steer angle is an arbitrary value multiplied by the user input. FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal"); FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal"); ``````}function ShiftGears() { // this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make // the engine RPM fall within the desired range. The gear is then set to this "appropriate" value. if ( EngineRPM >= MaxEngineRPM ) { var AppropriateGear : int = CurrentGear; `````` for ( var i = 0; i < GearRatio.length; i ++ ) { if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) { AppropriateGear = i; break; } } CurrentGear = AppropriateGear; } if ( EngineRPM <= MinEngineRPM ) { AppropriateGear = CurrentGear; for ( var j = GearRatio.length-1; j >= 0; j -- ) { if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) { AppropriateGear = j; break; } } CurrentGear = AppropriateGear; } ``````} Collider Problem.jpg (55.8 kB) more ▼ asked May 01 '12 at 11:19 AM tonydemot 45 ● 12 ● 16 ● 19 im a noob :/ May 01 '12 at 04:58 PM tonydemot add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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asked: May 01 '12 at 11:19 AM

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Last Updated: May 01 '12 at 04:58 PM