We're using the Unity wheel colliders but we're running into some issues. In a nutshell, what happens is that as soon as wheel loses contact with the ground it goes to its maximum extension in a quantum leap. That is to say they they just appear there, at the maximum extension, instantly. There is no travel time. In real life a when a car wheel loses contact with the ground it travels to the maximum extension. We'd like to have the wheels drop, but not in this sort of quantum leap 'wheel drop' that happens instantly. Is this expected behavior? Is there anything we can do to slow it down or cancel it completely? The vehicle in question is an off road terrain car with a huge travel distance for the wheels (maximum extension). As such, this instant drop looks really bad. Thank you!
Isn't this the damping factor? https://docs.unity3d.com/ScriptReference/WheelCollider-wheelDampingRate.html I think it's set waaaay to by "default" if you can call it that, but I may be wrong.
That behavior is by design. If you want the wheel suspension to take some time you must compute the visual wheel position and impose a velocity limit yourself, instead of using WheelCollider.GetWorldPose. @SparrowsNest no, the damping factor reduces the angular velocity of the wheel only. Suspension is not affected.