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Driving Script | Realistic Car

// Update visual wheel positions UpdateWheelTransform(frontLeftWheel, frontLeftTransform); UpdateWheelTransform(frontRightWheel, frontRightTransform); UpdateWheelTransform(rearLeftWheel, rearLeftTransform); UpdateWheelTransform(rearRightWheel, rearRightTransform);

// Get input float throttle = Input.GetAxis("Vertical"); float steering = Input.GetAxis("Horizontal"); float braking = Input.GetAxis("Jump"); realistic car driving script

float targetAngle = turnInput * maxSteeringAngle; transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, targetAngle, transform.localEulerAngles.z); float steering = Input.GetAxis("Horizontal")

private Rigidbody rb; private float motorTorque; private float brakeTorque; private float steerInput; float braking = Input.GetAxis("Jump")

bool groundedL = frontLeftWheel.GetGroundHit(out hit); if (groundedL) travelL = (-frontLeftWheel.transform.InverseTransformPoint(hit.point).y - frontLeftWheel.radius) / frontLeftWheel.suspensionDistance; bool groundedR = frontRightWheel.GetGroundHit(out hit); if (groundedR) travelR = (-frontRightWheel.transform.InverseTransformPoint(hit.point).y - frontRightWheel.radius) / frontRightWheel.suspensionDistance;

// Engine RPM simulation float avgWheelRPM = (frontLeftWheel.rpm + frontRightWheel.rpm + rearLeftWheel.rpm + rearRightWheel.rpm) / 4f; currentRPM = avgWheelRPM * gearRatios[currentGear] * finalDriveRatio; currentRPM = Mathf.Clamp(currentRPM, engineIdleRPM, engineMaxRPM);

Most Realistic Driving Simulator and Best Racing Games | Asetek

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