Realistic Car Driving Script (LIMITED × 2024)
Vector3 pos; Quaternion rot; collider.GetWorldPose(out pos, out rot); visualWheel.position = pos; visualWheel.rotation = rot;
// Anti-roll bars to reduce body roll ApplyAntiRoll(); realistic car driving script
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; Vector3 pos; Quaternion rot; collider
private Rigidbody rb; private float motorTorque; private float brakeTorque; private float steerInput; visualWheel.position = pos
// Steering angle based on speed float speed = rb.velocity.magnitude * 3.6f; // km/h float steeringAngle = maxSteeringAngle * steeringCurve.Evaluate(speed); steerInput = steeringAngle * steering;
void FixedUpdate()