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Won't Fix
Votes
1
Found in
5.0.0a18
Issue ID
621892
Regression
No
Wheels don't take initial rotation from the WheelCollider transform
To reproduce:
1. Open attached project
2. Open test4 scene
3. Observe myCar
4. Enter play mode
Expected result: it falls on it's wheels
Actual result: It falls until it hits the box collider
Note: The other vehicle (myCar2) behaves correctly. The only difference I see between them is the parent objects rotation, but the wheel colliders on both of them get displayed correctly.
Won't Fix because: It's nice to have that feature, but probably not that critical as far as we can see looking at what users ask.
Basically, setting arbitrary rotations of wheels isn't supported by PhysX. We'd have to patch that in, and maintain the custom code every time we upgrade. It doesn't make sense to do this until we decide to move PhysX Vehicles module to the Unity code and refactor it heavily.
This will be tracked as a possible feature going forward.
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ThomasEgan
Mar 17, 2015 08:45
Wheelcolliders are using the space of the attached rigidbody rather than local space.