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I am planning on using it in a mobile AR racing game. For this, we need to be able to scale the environment and the car to place it on a table as an instance. Is it possible to do this with Edy's Vehicle Physics or Vehicle Physics Pro? Or stops the system working when I will do this.

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Main rules for scaled vehicles:

  • All GameObjects related with physics (the car itself, Rigidbody, WheelCollider, joints) should always have Scale = 1,1,1 in their Transform and all their ancestors.
  • Put the visual mesh in a child GameObject. You may apply scale here if needed.
  • The car's Colliders (not WheelColliders) may also receive a scale different than 1.
  • Configure the Rigidbody's Inertia Tensor explicitly as if the car is not scaled.

The last point is critical to preserve the handling. It's useful to set up the car without applying any scale first, then follow the previous rules for scaling it. Then assign Rigidbody.inertiaTensor and Rigidbody.inertiaTensorRotation with the same values read from the original non-scaled car.

More details: https://support.vehiclephysics.com/86/scale-vehicle-support

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