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Question by ultimategamersultimategamers · Jun 09, 2020 at 08:53 PM · unity 5carcar gamecar physicscars

Car Physics

Hello, i recently started new project, and have some problems with my car physics. I was searching the internet all day and found this script which i use in my game. I have some stutters while driving, and most important bug is that whatever float i set speed to be, it is approximately always the same, can't go faster. Any tips? Here's video from my problem: https://www.youtube.com/watch?v=iaUgNzMOpIM

 public class BMW_i8 : MonoBehaviour
 {
     private float m_horizontalInput;  // A & D
     private float m_verticalInput; // W & S
     private float m_steeringAngle; // Modified by m_horizontalInput
  
     public WheelCollider frontDriverW, frontPassengerW; //W = Wheel
     public WheelCollider rearDriverW, rearPassengerW;
     public Transform frontDriverT, frontPassengerT; //T = Transform
     public Transform rearDriverT, rearPassengerT;
  
     public float maxSteerAngle = 30; // 30 Degrees Max Steering Angle
     public float motorForce = 50; // Motor Torque Variable
  
     ////////////////////////////////////////////////////////////////////////////////////////////////////
  
     public void GetInput()
     {
         m_horizontalInput = Input.GetAxis("Horizontal"); //Unity Input Method (Edit > Project Settings > Input)
         m_verticalInput = Input.GetAxis("Vertical");
     }
     private void Steer()
     {
         m_steeringAngle = maxSteerAngle * m_horizontalInput;
         frontDriverW.steerAngle = m_steeringAngle;
         frontPassengerW.steerAngle = m_steeringAngle;
     }
     private void Accelerate()
     {
         frontDriverW.motorTorque = m_verticalInput * motorForce;
         frontPassengerW.motorTorque = m_verticalInput * motorForce;
  
     }
     private void UpdateWheelPoses()
     {
         UpdateWheelPose(frontDriverW, frontDriverT); // Taking Pose Information from _collider and Applying it to the _transform
         UpdateWheelPose(frontPassengerW, frontPassengerT);
         UpdateWheelPose(rearDriverW, rearDriverT);
         UpdateWheelPose(rearPassengerW, rearPassengerT);
     }
     private void UpdateWheelPose(WheelCollider _collider, Transform _transform)
     {
         Vector3 _pos = _transform.position;
         Quaternion _quat = _transform.rotation;
  
         _collider.GetWorldPose(out _pos, out _quat); // Out Values
  
         _transform.position = _pos;
         _transform.rotation = _quat;
     }
     private void FixedUpdate()
     {
         GetInput();
         Steer();
         Accelerate();
         UpdateWheelPoses();
     }
 }
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