Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Hinge Joint as an axle

Discussion in 'Physics' started by Thunderpants1, Jul 21, 2015.

  1. Thunderpants1

    Thunderpants1

    Joined:
    May 25, 2015
    Posts:
    14
    I am attempting to use hinge joints to connect tires to a body, it works decently, but the wheels end up getting pulled off of the axis when turning. The wheels axis isn't supposed to move like in a car, instead the wheels just turn in different directions. (Think like tank controls)

    Is there anything I can do to fix this?
     

    Attached Files:

  2. Thunderpants1

    Thunderpants1

    Joined:
    May 25, 2015
    Posts:
    14
    I attached a gif which will probably illustrate the problem better than my words. Ignore the artifacts.

    Thanks for any help anyone can offer
     

    Attached Files:

    • bot.gif
      bot.gif
      File size:
      465 KB
      Views:
      928
  3. Thunderpants1

    Thunderpants1

    Joined:
    May 25, 2015
    Posts:
    14
    Anyone got any advice?

    This is really annoying me
     
  4. gorbit99

    gorbit99

    Joined:
    Jul 14, 2015
    Posts:
    1,350
    If your Wheels have a rigidbody, you could freeze every rotation, except for the one that you need.
     
  5. Thunderpants1

    Thunderpants1

    Joined:
    May 25, 2015
    Posts:
    14
    But then the vehicle won't be able to tip over, etc.

    I definitely need that for what I am working on.
     
  6. Thunderpants1

    Thunderpants1

    Joined:
    May 25, 2015
    Posts:
    14
    Any help?
     
  7. ExtraAmmo

    ExtraAmmo

    Joined:
    Mar 12, 2015
    Posts:
    11
    I would try making a Physic material and play with the friction values. You could also increase the physics iterations to get some more accurate calculations.