void FixedUpdate() { //forceVector = carBodyRB.transform.rotation * Vector3.forward * Torque * axisVertical * 10f; //carBodyRB.AddForce(forceVector); FR.AddTorque(Torque * axisVertical * Time.fixedDeltaTime, 0f, 0f); BR.AddTorque(Torque * axisVertical * Time.fixedDeltaTime, 0f, 0f); FL.AddTorque(Torque * axisVertical * Time.fixedDeltaTime, 0f, 0f); BL.AddTorque(Torque * axisVertical * Time.fixedDeltaTime, 0f, 0f); }