using UnityEngine; public class CarWheels : MonoBehaviour { public WheelCollider[] WheelColliders; public Transform[] tireMeshes; public bool useCustomCenterOfMass = false; public Vector3 centerOfMassOffset; void Start() { CheckCenterOfMass(); } void Update() { UpdateMeshesPositions(); } private void CheckCenterOfMass() { if (useCustomCenterOfMass) { GetComponent().centerOfMass = centerOfMassOffset; } } private void UpdateMeshesPositions() { for (int i = 0; i < WheelColliders.Length; i++) { Quaternion quat; Vector3 pos; WheelColliders[i].GetWorldPose(out pos, out quat); tireMeshes[i].position = pos; tireMeshes[i].rotation = quat; } } #if UNITY_EDITOR private void OnDrawGizmosSelected() { CheckCenterOfMass(); } #endif }