车轮碰撞器 rpm 跳跃 naN

Wheel colliders rpm jumps naN

我正在用 unity(在 c# 中)制作一个 andriod 漂移游戏,EVERYTINHG 在编辑器中 100% 工作,但是当我构建它并在我的 andiod 上测试它时 phone,当汽车是spawned,所以我做了一些调试,发现当汽车被激活时,所有 4 轮对撞机的转速都跳到“naN”

代码:

public void Update()
    {
        GetInput();
        HandelMotors();
        HandelSteering();
        UpdateWeels();
        CheckDrifting();
        UpdateEffects();
        ChangeValues();
        ChangeUI();
    }

//---Alot of other code, ask if you want to get all the code---

private void HandelMotors()
    {
        FRWC.motorTorque = (VerticalInput * MotorForce) + (Turboing == true ? TurboBoostAmount : 0);
        FLWC.motorTorque = (VerticalInput * MotorForce) + (Turboing == true ? TurboBoostAmount : 0);

        FRWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
        FLWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
        RLWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
        RRWC.brakeTorque = IsBreaking ? MaxMotorBrake : 0;
    }

生成时停止汽车的代码

void StopCar() 
    {
        CarController.enabled = false;
        TrailL.enabled = false;
        TrailR.enabled = false;
        FRWC.motorTorque = 0;
        FLWC.motorTorque = 0;
        RRWC.motorTorque = 0;
        RLWC.motorTorque = 0;
        FRWC.brakeTorque = Mathf.Infinity;
        FLWC.brakeTorque = Mathf.Infinity;
        RRWC.brakeTorque = Mathf.Infinity;
        RLWC.brakeTorque = Mathf.Infinity;
        CarRig.velocity = Vector3.zero;
        CarRig.angularVelocity = Vector3.zero;
        CarRig.drag = 0;
        CarRig.angularDrag = 0;
        Invoke("EnalbeStuff", 1f);
void EnalbeStuff()
    {
        CarController.enabled = true;
        TrailL.enabled = true;
        TrailR.enabled = true;
    }
    }

不要在 StopCar 函数中使用“Mathf.Infinity”,而是使用“float.MaxValue”,所以它看起来像这样:

void StopCar() 
{
    CarController.enabled = false;
    TrailL.enabled = false;
    TrailR.enabled = false;
    FRWC.motorTorque = 0;
    FLWC.motorTorque = 0;
    RRWC.motorTorque = 0;
    RLWC.motorTorque = 0;
    FRWC.brakeTorque = float.MaxValue;
    FLWC.brakeTorque = float.MaxValue;
    RRWC.brakeTorque = float.MaxValue;
    RLWC.brakeTorque = float.MaxValue;
    CarRig.velocity = Vector3.zero;
    CarRig.angularVelocity = Vector3.zero;
    CarRig.drag = 0;
    CarRig.angularDrag = 0;
    Invoke("EnalbeStuff", 1f);
}

void EnalbeStuff()
{
    CarController.enabled = true;
    TrailL.enabled = true;
    TrailR.enabled = true;
}