I am creating a real time multiplayer driving game in Unity. I am using google play's real time multiplayer service. I am having an issue where the wheels of the cars that are over the network are not facing the right direction. What I am currently trying to do is just add the calculated steering angle to the current rotation of that particular player's car, but for some reason the wheels face the wrong way and rotate incorrectly if the car is facing certain directions. Logically I thought what I have is correct. Basically for each wheel I use this code:
car.transform.rotation = Quaternion.Euler(0, car.transform.rotation.y + steerAngle, 0);
So I find the rotation of that car and then I add the steer angle to it. Why wouldn't this work?