Hi guys, i have a problem with wheelColliders. I think is a conflict with a box collider. In the hierarchy i create an empty GameObject, my child are the body of car, the physic wheel and the wheelColliders. For calculate the current speed i follow a tutorial and the formula it's: Code (CSharp): engine.currentSpeed = 2 * (22 / 7) * wheelsCollider.radius * wheelsCollider.rpm * 60 / 1000; engine.currentSpeed = Mathf.Abs(Mathf.Round(engine.currentSpeed)); The wheelCollider it's the BackRightWheel. When i play the current speed isn't linear but seem a random value. If I remove the Mathf.Abs the value go to negative number. How can I solve this problem. My car configuration: - MaxTorque: 50; - MaxSteer: 20; - TopSpeed: 300; - DecellerationSpeed: 30; The currentSpeed stay in a value between 0 - 100. Thank's in advance.