public void GetWorldPose(out Vector3 position, out Quaternion rotation) { position = transform.TransformPoint(wheelCentre); float rotationAngle = PhysXLib.GetWheelRotationAngle(vehicle, wheelNum) * Mathf.Rad2Deg; rotation = transform.rotation * Quaternion.AngleAxis(steerAngle, Vector3.up) * Quaternion.AngleAxis(rotationAngle, Vector3.right); //rotation = transform.rotation * Quaternion.AngleAxis(steerAngle, transform.up); }