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Unity Car Controller Script Guide

sqs

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0% found this document useful (0 votes)
38 views5 pages

Unity Car Controller Script Guide

sqs

Uploaded by

ibrahimghumang
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

using UnityEngine;

[RequireComponent(typeof(Rigidbody))]

public class CarController : MonoBehaviour

[Header("Car Settings")]

public float acceleration = 3000f;

public float brakeForce = 5000f;

public float maxSpeed = 50f;

public float steeringAngle = 30f;

[Header("Wheel Colliders")]

public WheelCollider frontLeftWheel;

public WheelCollider frontRightWheel;

public WheelCollider rearLeftWheel;

public WheelCollider rearRightWheel;

[Header("Wheel Transforms")]

public Transform frontLeftTransform;

public Transform frontRightTransform;

public Transform rearLeftTransform;

public Transform rearRightTransform;

private Rigidbody rb;

private float currentSteerAngle;

private float currentAcceleration;

private float currentBrakeForce;


void Start()

rb = GetComponent<Rigidbody>();

[Link] = 1000f; // Set a realistic mass for the car

void FixedUpdate()

HandleInput();

HandleMotor();

HandleSteering();

UpdateWheels();

private void HandleInput()

// Capture player input for acceleration and steering

currentAcceleration = [Link]("Vertical") * acceleration;

currentSteerAngle = [Link]("Horizontal") * steeringAngle;

// Handle braking

if ([Link]([Link]))

currentBrakeForce = brakeForce;

else
{

currentBrakeForce = 0f;

// Debug input values

[Link]("Vertical Input: " + [Link]("Vertical"));

[Link]("Horizontal Input: " + [Link]("Horizontal"));

private void HandleMotor()

[Link]("Current Acceleration: " + currentAcceleration);

// Apply motor torque to rear wheels only if below max speed

if ([Link] < maxSpeed)

[Link] = currentAcceleration;

[Link] = currentAcceleration;

else

[Link] = 0;

[Link] = 0;

// Apply brake torque to all wheels

[Link]("Brake Force: " + currentBrakeForce);


[Link] = currentBrakeForce;

[Link] = currentBrakeForce;

[Link] = currentBrakeForce;

[Link] = currentBrakeForce;

private void HandleSteering()

// Apply steering angle to the front wheels

[Link] = currentSteerAngle;

[Link] = currentSteerAngle;

// Debug steering angle

[Link]("Steering Angle: " + currentSteerAngle);

private void UpdateWheels()

// Update visual wheel transforms to match physics wheels

UpdateWheelPose(frontLeftWheel, frontLeftTransform);

UpdateWheelPose(frontRightWheel, frontRightTransform);

UpdateWheelPose(rearLeftWheel, rearLeftTransform);

UpdateWheelPose(rearRightWheel, rearRightTransform);

private void UpdateWheelPose(WheelCollider collider, Transform


transform)
{

// Sync the wheel position and rotation with the collider

Vector3 pos;

Quaternion quat;

[Link](out pos, out quat);

[Link] = pos;

[Link] = quat;

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