using UnityEngine; public class CustomWheelColliderSlopeAdjustment : MonoBehaviour { public CustomWheelCollider frontWheel; public CustomWheelCollider rearWheel; public Transform rotatePoint; public float timeDifferenceTolerance = 0.0001f; public Vector3 dif; //TODO: remove private float angle; private bool isHitting; private Transform t; private void Start() { t = transform; } private void FixedUpdate() { isHitting = false; if (frontWheel.CurrentHitNumber > 1) { angle = -.5f; Rotate(); return; } if (rearWheel.CurrentHitNumber > 1) { angle = .5f; Rotate(); return; } //TODO: this is probably called almost never if (frontWheel.CurrentHit == null || rearWheel.CurrentHit == null) return; var fwHit = frontWheel.CurrentHit.Value; var rwHit = rearWheel.CurrentHit.Value; if (fwHit.Timestamp - rwHit.Timestamp <= timeDifferenceTolerance) UpdateTransformRotation(fwHit, rwHit); } private void OnGUI() { GUI.TextField(new Rect(Screen.width - 200, 10, 190, 80), $"Hitting? {isHitting}\nAngle: {angle:n2}\nrw: {rearWheel.CurrentHit?.Hit.point}\nfw: {frontWheel.CurrentHit?.Hit.point}"); } private void UpdateTransformRotation(HitInfo fwHit, HitInfo rwHit) { isHitting = true; dif = t.TransformPoint(fwHit.Hit.point) - t.TransformPoint(rwHit.Hit.point); angle = -Mathf.Atan(dif.y / dif.z) * Mathf.Rad2Deg; //TODO: is it that easy? Debug.DrawLine(rwHit.Hit.point, rwHit.Hit.point + t.right, Color.red); Rotate(); //t.RotateAround(rotatePoint.position, t.right, angle) ; //t.localRotation = Quaternion.Euler(t.localRotation.eulerAngles + Vector3.right * angle); } private void Rotate() { t.RotateAround(rotatePoint.position, t.right, angle); angle = 0f; } }