#rot problem

1 messages · Page 1 of 1 (latest)

daring estuary
#

hello

#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class movement : MonoBehaviour
{
  public void Update()
 {
    GetInput(); 

 }
public void GetInput()
{
m_horizontalInput = Input.GetAxis("Horizontal");
m_verticalInput = Input.GetAxis("Vertical");

}
private void Steer()
{
m_steeringAngle = maxSteerAngle * m_horizontalInput;

Steering.transform.eulerAngles = new Vector3(Steering.transform.eulerAngles.x, m_steeringAngle, Steering.transform.eulerAngles.z );
}


private void accelerate()
{
rearDriverW.motorTorque = m_verticalInput * motorForce;

}

private void UpdateWheelPoses()
{
UpdateWheelPose(frontDriverW, frontDriverT);

UpdateWheelPose(rearDriverW, rearDriverT);

}



private void UpdateWheelPose(WheelCollider _collider, Transform _transform)
{
Vector3 _pos = _transform.position;
Quaternion _quat = _transform.rotation;
_collider.GetWorldPose(out _pos, out _quat);
_transform.position = _pos;
_transform.rotation = _quat;
}
private void FixedUpdate()
{
    GetInput();
    Steer();
    accelerate();
    UpdateWheelPoses();


}

  private float m_horizontalInput;
 private float m_verticalInput;
 private float m_steeringAngle;
 public WheelCollider frontDriverW;
public WheelCollider rearDriverW;
public Transform frontDriverT;
public Transform rearDriverT;
public float maxSteerAngle = 30;
public float motorForce = 50;
public Transform Steering;
}

#

@naive sinew

#

here is my code

naive sinew
#

what's wrong with it again? I remember we had wheel working

daring estuary
#

i started again from zero

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because my unity crashed

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and everytime i try to open it crashes

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so i started again

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@naive sinew

naive sinew
#

aw man..

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always save, and make backups every hours or so

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maybe use GIT but otherwise , i literally ZIP my main project every hour just to have copies offline

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why did u delete old thread, the working code was there..

daring estuary
#

i changed some stuff

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i think

naive sinew
#

ok but the changes we made are there

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Steering.transform.eulerAngles = new Vector3(Steering.transform.eulerAngles.x, m_steeringAngle, Steering.transform.eulerAngles.z );

daring estuary
#

yes i had my whole code saved in pastebin

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so i didnt have to write it again

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ok now to my problem

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why are wheels at wrong rotation

naive sinew
#

how do i know ?

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lol

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if it didnt save something got moved or not saved, u gonna have to refix it

daring estuary
#

maybe because i have position set to 90?

naive sinew
#

do you have any video from yesterday or u can see how u had the inspector setup ?

daring estuary
#

its exactly the same

naive sinew
#

if you didnt save something you have to literally trace back everything u did before u got to that point of wheel itself

naive sinew
daring estuary
#

i will be back wait

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i will check some stuff

naive sinew
#

ok

daring estuary
#

i figured it out

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wheels had rotation set to 90

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i will jus move it to blender and reset it