
Realistic Car: Driving Script New!
// 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);
void Start()
void FixedUpdate()
[Header("Wheel Colliders")] public WheelCollider frontLeftWheel, frontRightWheel; public WheelCollider rearLeftWheel, rearRightWheel; realistic car driving script
// Apply brake torque to all wheels frontLeftWheel.brakeTorque = brakeTorque; frontRightWheel.brakeTorque = brakeTorque; rearLeftWheel.brakeTorque = brakeTorque; rearRightWheel.brakeTorque = brakeTorque; // Engine RPM simulation float avgWheelRPM = (frontLeftWheel
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; currentRPM = Mathf.Clamp(currentRPM



