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Jan 22nd, 2017
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  1. Quaternion quat;
  2. Vector3 position;
  3. m_WheelColliders[i].GetWorldPose(out position, out quat);
  4. m_WheelMeshes[i].transform.position = position;
  5. m_WheelMeshes[i].transform.rotation = quat;
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