Realistic Car Driving Script <UHD × 2K>
// Update visual wheel positions UpdateWheelTransform(frontLeftWheel, frontLeftTransform); UpdateWheelTransform(frontRightWheel, frontRightTransform); UpdateWheelTransform(rearLeftWheel, rearLeftTransform); UpdateWheelTransform(rearRightWheel, rearRightTransform);
[Header("Wheel Colliders")] public WheelCollider frontLeftWheel, frontRightWheel; public WheelCollider rearLeftWheel, rearRightWheel; realistic car driving script
[Header("Wheel Transforms (visual)")] public Transform frontLeftTransform, frontRightTransform; public Transform rearLeftTransform, rearRightTransform; public WheelCollider rearLeftWheel
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; public Transform rearLeftTransform
// Steering angle based on speed float speed = rb.velocity.magnitude * 3.6f; // km/h float steeringAngle = maxSteeringAngle * steeringCurve.Evaluate(speed); steerInput = steeringAngle * steering;
float downforce = rb.velocity.magnitude * 5f; rb.AddForce(-transform.up * downforce);
void Start()
