void Update()
{
//wheelGeometry.transform.localRotation *= Quaternion.Euler(0.0f, steeringAngle - prevSteringAngle, 0.0f);
wheelGeometry.transform.Rotate(rigidbody.transform.up, steeringAngle - prevSteringAngle, Space.World);
wheelGeometry.transform.Rotate(Vector3.right, angularVelocityDegSec * Time.deltaTime, Space.Self);
wheelGeometry.transform.localPosition = transform.localPosition;
prevSteringAngle = steeringAngle;
if((wheelGeometry.transform.localPosition.y - initialY) > maxGeometryDisplacement)
{
Vector3 p = wheelGeometry.transform.localPosition;
p.y = maxGeometryDisplacement + initialY;
wheelGeometry.transform.localPosition = p;
}
}