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Ahh, Unity’s “Wheel Joint.” Who knew it had “polarity.” I spent good several f*<king hours debugging this $h!+ just to find out I just placed them backwards on a 2-D car. Instead of the joint turning the wheels, they were trying to “turn the chassis.”
This meant the chassis received an impossible force which would rip it in half in real life. Of course, this was a unity game, so what happened instead was the physics engine flipping out which sent the car into the air!
I guess it was good for some lulz, but it took way too long to debug. I guess it’s time to take a little time off of that project.

Comments
  • 2
    If you don't fuck something up when placing joints, it's surely only a test project
  • 0
    RIP Rigidbodies, hehe.
  • 0
    well... not that i knew, but when you think about it, it makes sense, since otherwise the physics would have to simulate the torque on both ends (body as well as the wheels), equal but opposite force and all that, and that would clearly cause many complications.
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