when I play the game the wheels of the vehicle de attach and move away from the vehicle I do not know what I am doing wrong here is the vehicle and wheel collider script
// ----------- CAR TUTORIAL-----------------
// These variables allow the script to power the wheels of the car.
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
// 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 *< MaxEngineRPM ) {*
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AppropriateGear = i;*
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break;*
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}*
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}*
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CurrentGear = AppropriateGear;*
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}*
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if ( EngineRPM <= MinEngineRPM ) {*
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AppropriateGear = CurrentGear;*
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for ( var j = GearRatio.length-1; j >= 0; j -- ) {*
_ if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {_
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AppropriateGear = j;*
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break;*
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}*
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}*
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CurrentGear = AppropriateGear;*
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}*
}
wheel collider script
// Define the variables used in the script, the Corresponding collider is the wheel collider at the position of
// the visible wheel, the slip prefab is the prefab instantiated when the wheels slide, the rotation value is the
// value used to rotate the wheel around it’s axel.
var CorrespondingCollider : WheelCollider;
var SlipPrefab : GameObject;
public var RotationValue : float = 0.0;
function Update () { -
// define a hit point for the raycast collision*
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var hit : RaycastHit;*
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// Find the collider’s center point, you need to do this because the center of the collider might not actually be*
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// the real position if the transform’s off.*
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var ColliderCenterPoint : Vector3 = CorrespondingCollider.transform.TransformPoint( CorrespondingCollider.center );*
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// now cast a ray out from the wheel collider’s center the distance of the suspension, if it hit something, then use the “hit”*
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// variable’s data to find where the wheel hit, if it didn’t, then se tthe wheel to be fully extended along the suspension.*
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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);_ -
}*
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// now set the wheel rotation to the rotation of the collider combined with a new rotation value. This new value*
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// 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*
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// the slip of the tire.*
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var CorrespondingGroundHit : WheelHit;*
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CorrespondingCollider.GetGroundHit( CorrespondingGroundHit );*
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// 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*
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// a zero rotation.*
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if ( Mathf.Abs( CorrespondingGroundHit.sidewaysSlip ) > 1.5 ) {*
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if ( SlipPrefab ) {*
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Instantiate( SlipPrefab, CorrespondingGroundHit.point, Quaternion.identity );*
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}*
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}*