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Question by tulloch100 · Jul 31, 2017 at 11:32 AM · script.rotatecar

Rotate Object only on player input

I'm creating a kart game with the go kart being pedal powered and so far I have a script that allows me to rotate the pedals when I start the game and that's all good.

but what I want to do is to be able to only have them rotate once I start moving the kart.

This is the pedal script I have working at the moment

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class PedalScript : MonoBehaviour {
      public float rotationSpeed = 10f;
      public Transform leftPedal, rightPedal;
  
      // Use this for initialization
      void Start () {
          
      }
      
      // Update is called once per frame
      void Update () {
          transform.Rotate (Vector3.right * Time.deltaTime * rotationSpeed);
          leftPedal.rotation = Quaternion.LookRotation (Vector3.right);
          rightPedal.rotation = Quaternion.LookRotation (Vector3.right);
      }
  }
  

and this is the kart movement script

  using System.Collections;
  using UnityEngine;
  
  public class Car : MonoBehaviour 
  {
      public float maxTorque = 5000f;
      public float speed;
  
  
      public Transform centerofMass;
  
      public WheelCollider[] wheelColliders = new WheelCollider[4];
      public Transform[] tireMeshes = new Transform[4];
  
      private Rigidbody m_rigidBody;
  
      void Start()
      {
          m_rigidBody = GetComponent<Rigidbody>();
          m_rigidBody.centerOfMass = centerofMass.localPosition;
      }
  
      void Update()
      {
          UpdateMeshesPositions();
      }
  
      void FixedUpdate()
      {
          float steer = Input.GetAxis ("Horizontal");
          float accelrate = Input.GetAxis ("Vertical"); 
  
          float finalAngle = steer * 45f;
          wheelColliders [0].steerAngle = finalAngle;
          wheelColliders [1].steerAngle = finalAngle;
  
          for (int i = 0; i < 4; i++) 
          {
              wheelColliders[i].motorTorque = accelrate * maxTorque;
          }
      }
  
      void UpdateMeshesPositions()
      {
          for(int i = 0; i < 4; i++)
          {
              Quaternion quat;
              Vector3 pos;
              wheelColliders[i].GetWorldPose(out pos, out quat);
  
              tireMeshes[i].position = pos;
              tireMeshes[i].rotation = quat;
          }
      }
  }
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