using UnityEngine; [System.Serializable] public class WheelConfig { public WheelCollider frontLeft; public WheelCollider frontRight; public WheelCollider rearLeft; public WheelCollider rearRight; public WheelCollider[] AllWheels => new[] {frontLeft, frontRight, rearLeft, rearLeft}; public void AdjustToGameObjects(Transform frontWheel, Transform rearWheel, float offset) { var x0 = Vector3.one - Vector3.right; var posFront = frontWheel.localPosition; var newXLeftFront = posFront.x - offset; var newXRightFront = posFront.x + offset; var posRear = rearWheel.localPosition; var newXLeftRear = posRear.x - offset; var newXRightRear = posRear.x + offset; var transform = frontLeft.transform; var localPosition = transform.localPosition; var newY = localPosition.y; var newZFront = localPosition.z; var newZRear = rearLeft.transform.localPosition.z; SetNewCoords(transform, newXLeftFront, newY, newZFront); SetNewCoords(frontRight.transform, newXRightFront, newY, newZFront); SetNewCoords(rearLeft.transform, newXLeftRear, newY, newZRear); SetNewCoords(rearRight.transform, newXRightRear, newY, newZRear); } private void SetNewCoords(Transform transform, float newX, float newY, float newZ) { transform.localPosition = new Vector3(newX, newY, newZ); } }