Car Controls without physics.
I need to Controls to my car with out rigid body. simply using trasform.traslate and rotate. here is what i did.
accelarationInput = Input.GetAxis ("Vertical");
SteerAngle = Input.GetAxis ("Horizontal");
transform.Translate (0, 0, Speed * Time.deltaTime);
transform.RotateAroundLocal (Vector3.up, SteerAngle Speed 0.03f * Time.deltaTime);
but it is not giving realistic motion it is simple traslating and the rotation also bad.
Answer by goutham12 · Nov 08, 2017 at 02:44 PM
public float accelarationInput;
public float SteerAngle;
public float gravity;
public float Speed;
public GameObject Pivot;
void Update () {
UpdateAccelaration ();
UpdateSteerAngle ();
}
void UpdateAccelaration()
{
if (Application.platform == RuntimePlatform.WindowsEditor) {
accelarationInput = Input.GetAxis ("Vertical");
}
if (accelarationInput > 0) {
Speed += Time.deltaTime * 40;
if (Speed > 100) {
Speed = 100;
}
} else if (accelarationInput == 0) {
if (Speed > 0) {
Speed -= Time.deltaTime * 25;
if (Speed < 0)
Speed = 0;
}if (Speed < 0) {
Speed += Time.deltaTime * 25;
if (Speed > 0)
Speed = 0;
}
} else {
Speed -= Time.deltaTime * 25;
if (Speed < -60)
Speed = -60;
}
transform.Translate (0, 0, Speed* Time.deltaTime);
}
void UpdateSteerAngle()
{
if (Application.platform == RuntimePlatform.WindowsEditor) {
SteerAngle = Input.GetAxis ("Horizontal");
} else {
SteerAngle = simpleJoystick.instance.H / simpleJoystick.instance.Radius;
}
transform.RotateAround(Pivot.transform.position,transform.up,SteerAngle * Speed/2 * Time.deltaTime);
}
it works great. if you don't want to use physics in your car this is the best start up.
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