Question by
tbtoft · Oct 11, 2018 at 02:33 PM ·
physicsvector3car physics
Physics in car game: How to add drag on car from calculated resistances in Vector3
While trying to lean some C# and how physics work in Unity I have made a simple car game. Now I'm trying to add semi-realistic drag to the car depending on its speed, etc. I already have the different resistances calculated (air, rolling, traction) but they are in Vector3 and I'm stuck on how to apply them on the car. So in short; how do I add drag from x, y, z to the direction the car is moving?
Any input would be appreciated.
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