bool groundedL = frontLeftWheel.GetGroundHit(out hit); if (groundedL) travelL = (-frontLeftWheel.transform.InverseTransformPoint(hit.point).y - frontLeftWheel.radius) / frontLeftWheel.suspensionDistance; bool groundedR = frontRightWheel.GetGroundHit(out hit); if (groundedR) travelR = (-frontRightWheel.transform.InverseTransformPoint(hit.point).y - frontRightWheel.radius) / frontRightWheel.suspensionDistance;
Vector3 pos; Quaternion rot; collider.GetWorldPose(out pos, out rot); visualWheel.position = pos; visualWheel.rotation = rot; realistic car driving script
// Apply motor torque to rear wheels (RWD setup) rearLeftWheel.motorTorque = motorTorque; rearRightWheel.motorTorque = motorTorque; bool groundedL = frontLeftWheel
void Update()
void FixedUpdate()
WheelHit hit; float travelL = 1f; float travelR = 1f; bool groundedL = frontLeftWheel.GetGroundHit(out hit)
void UpdateWheelTransform(WheelCollider collider, Transform visualWheel)