/// <summary> /// Checks whether the collision is happening on this part's wheel. /// </summary> /// <returns></returns> private bool IsCollidingWheel(Vector3 collisionPoint) { if (wheelCollider == null) return false; float wheelDistance = Vector3.Distance(wheelCollider.ClosestPointOnBounds(collisionPoint), collisionPoint); float partDistance = Vector3.Distance(part.collider.ClosestPointOnBounds(collisionPoint), collisionPoint); return wheelDistance < partDistance; }