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Error CS0120 and CS1612 - Wheelcollider sidewaysFriction and Rigidbody.velocity

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**I'm currently working on a car project due in 2 days, and having some issues:** The error I'm having is: *"CS1612(XX,25(XX represents line 59-62)): Cannot modify a type return value of 'UnityEngine.WheelCollider.sidewaysFriction'. Consider storing the value in a temporary variable"* Here's my (C#)Code (I Used the '*' to show the error area): using UnityEngine; using System.Collections; public class DriveScriptC : MonoBehaviour{ public float motorForce; public float SteerAngle; public WheelCollider BLWheel; public WheelCollider BRWheel; public WheelCollider FLWheel; public WheelCollider FRWheel; public float brakeForce; public GameObject fin; public bool CheckpointA; public float slip;//slip of the velicle public float hit; public WheelFrictionCurve sidewaysFriction; // Use this for initialization void Start () {//what vars are slip = 0; CheckpointA = false; fin = GameObject.FindWithTag ("Finish"); } // Update is called once per frame void Update () { float v = Input.GetAxis ("Vertical") * motorForce;// float h = Input.GetAxis ("Horizontal") * SteerAngle;//declaring var //motor power BLWheel.motorTorque = v; BRWheel.motorTorque = v; //steering FLWheel.steerAngle = h; FRWheel.steerAngle = h; if (Input.GetKey (KeyCode.Space)) {//When SpaceBar is down(held), apply brake BLWheel.brakeTorque = brakeForce; BRWheel.brakeTorque = brakeForce; } if (Input.GetKeyUp (KeyCode.Space)){//When SpaceBar is up(not held), don't apply brake BLWheel.brakeTorque = 0; BRWheel.brakeTorque = 0; } *slip = 0.001 + 0.022 / (rigidbody.velocity.magnitude + 1);* *//velocity-slip curve* *FLWheel.sidewaysFriction.stiffness = slip*Time.deltaTime; // X* *FRWheel.sidewaysFriction.stiffness = slip*Time.deltaTime; // XX* *BLWheel.sidewaysFriction.stiffness = slip*Time.deltaTime; // XXX* *BRWheel.sidewaysFriction.stiffness = slip*Time.deltaTime; //XXXX* WheelHit FLhit; WheelHit FRhit; WheelHit BLhit; WheelHit BRhit; if(FLWheel.GetGroundHit(out FLhit)){ if(FLhit.collider.gameObject.tag == "Finish"){ if(CheckpointA == true){//if Checkpoint selected print("FINISH!");//Print "Finish" } } } if(FRWheel.GetGroundHit(out FRhit)){ if(FRhit.collider.gameObject.tag == "Finish"){ if(CheckpointA == true){//if Checkpoint selected print("FINISH!");//Print "Finish" } } } if(BLWheel.GetGroundHit(out BLhit)){ if(BLhit.collider.gameObject.tag == "Finish"){ if(CheckpointA == true){//if Checkpoint selected print("FINISH!");//Print "Finish" } } } if(BRWheel.GetGroundHit(out BRhit)){ if(BRhit.collider.gameObject.tag == "Finish"){ if(CheckpointA == true){//if Checkpoint selected print("FINISH!");//Print "Finish" } } } } } I *do* admit, I *am* kind of a newbie...

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