My simple car leans INTO the turn, and leans over on two wheels.

My simple car (box collider with 4 wheel colliders) will lean over on the two inside wheels when turning. It is a rigidbody, and I have been following Flat Tutorial’s car tutorial to a T.

Here is a picture of the problem:

And here is the control code (javascript)

var wheelFL : WheelCollider;
var wheelFR : WheelCollider;
var wheelBL : WheelCollider;
var wheelBR : WheelCollider;
var wheelFLTrans : Transform;
var wheelFRTrans : Transform;
var wheelBLTrans : Transform;
var wheelBRTrans : Transform;
var highestSpeed : float = 50;
var lowSpeedSteerAngle : float = 10;
var highSpeedSteerAngle : float = 1;
var decelerationSpeed : float = 10;
var maxTorque : float = 50;

function Start () {
	 rigidbody.centerOfMass += Vector3(0, 0, 1.0);
}

function FixedUpdate () {
	wheelBR.motorTorque = maxTorque * Input.GetAxis("Vertical");
	wheelBL.motorTorque = maxTorque * Input.GetAxis("Vertical");
	wheelFR.motorTorque = maxTorque * Input.GetAxis("Vertical");
	wheelFL.motorTorque = maxTorque * Input.GetAxis("Vertical");
	if (Input.GetButton("Vertical") == false) {
		wheelBR.brakeTorque = decelerationSpeed;
		wheelBL.brakeTorque = decelerationSpeed;
		wheelFR.brakeTorque = decelerationSpeed;
		wheelFL.brakeTorque = decelerationSpeed;
		
	}
	else {
		wheelBR.brakeTorque = 0;
		wheelBL.brakeTorque = 0;
		wheelFR.brakeTorque = 0;
		wheelFL.brakeTorque = 0;
	}
	var speedFactor = rigidbody.velocity.magnitude/highestSpeed;
	var currentSteerAngle = Mathf.Lerp(lowSpeedSteerAngle,highSpeedSteerAngle,speedFactor);
	currentSteerAngle = Input.GetAxis("Horizontal");
	wheelFL.steerAngle = 10 * currentSteerAngle;
	wheelFR.steerAngle = 10 * currentSteerAngle;
}

Hello

Instead of use Vector3 to stabilize my car
I used centerOfMass.y :

var centerOfmass = -1; 
// find correct value to stabilize your car (between -1 & 1 : example -0.95)

function Start() {
  rigidbody.centerOfMass.y = centerOfmass;
}