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Question by worldofcars · Apr 10, 2012 at 05:42 PM · cardriving

Need help with changing a script.

Hallo. Here is my driving script of a car. At the moment I am driving with the arrow keys. where to edit in the script, so that I can drive with W,A,S,D and not with the arrow keys? I thried it many times but it wont work:( I need help, please. HERE IS THE SCRIPT:

 private var wheelRadius : float = 0.4;
 var suspensionRange : float = 0.1;
 var suspensionDamper : float = 50;
 var suspensionSpringFront : float = 18500;
 var suspensionSpringRear : float = 9000;
 
 public var brakeLights : Material;
 
 var dragMultiplier : Vector3 = new Vector3(2, 5, 1);
 
 var throttle : float = 0; 
 private var steer : float = 0;
 private var handbrake : boolean = false;
 
 var centerOfMass : Transform;
 
 var frontWheels : Transform[];
 var rearWheels : Transform[];
 
 private var wheels : Wheel[];
 wheels = new Wheel[frontWheels.Length + rearWheels.Length];
 
 private var wfc : WheelFrictionCurve;
 
 private var catamount1 : boolean = false;
 private var catamount2 : boolean = false;
 
 var selectcarnumber : int;
 
 selectcarnumber = PlayerPrefs.GetInt("selectcarnumber");
 
 var topSpeed : float;
 if(selectcarnumber == 1){
     topSpeed = PlayerPrefs.GetInt("Catamount_Speed");
 }
 
 if(selectcarnumber == 2){
     topSpeed = PlayerPrefs.GetInt("Catamount2_Speed");
 }
 
 if(selectcarnumber == 3){
     topSpeed = PlayerPrefs.GetInt("Audia5_Speed");
 }
 
 if(selectcarnumber == 4){
     topSpeed = PlayerPrefs.GetInt("Panthius_Speed");
 }
 
 var numberOfGears : int = 5;
 
 var maximumTurn : int = 15;
 var minimumTurn : int = 10;
 
 var resetTime : float = 5.0;
 private var resetTimer : float = 0.0;
 
 private var engineForceValues : float[];
 private var gearSpeeds : float[];
 
 private var currentGear : int;
 private var currentEnginePower : float = 0.0;
 
 private var handbrakeXDragFactor : float = 0.5;
 private var initialDragMultiplierX : float = 10.0;
 private var handbrakeTime : float = 0.0;
 private var handbrakeTimer : float = 1.0;
 
 private var skidmarks : Skidmarks = null;
 private var skidSmoke : ParticleEmitter = null;
 var skidmarkTime : float[];
 
 private var sound : SoundController = null;
 sound = transform.GetComponent(SoundController);
 
 private var canSteer : boolean;
 private var canDrive : boolean;
 
 class Wheel
 {
     var collider : WheelCollider;
     var wheelGraphic : Transform;
     var tireGraphic : Transform;
     var driveWheel : boolean = false;
     var steerWheel : boolean = false;
     var lastSkidmark : int = -1;
     var lastEmitPosition : Vector3 = Vector3.zero;
     var lastEmitTime : float = Time.time;
     var wheelVelo : Vector3 = Vector3.zero;
     var groundSpeed : Vector3 = Vector3.zero;
 }
 
 function Start()
 {    
     // Measuring 1 - 60
     accelerationTimer = Time.time;
     
     SetupWheelColliders();
     
     SetupCenterOfMass();
     
     topSpeed = Convert_Miles_Per_Hour_To_Meters_Per_Second(topSpeed);
     
     SetupGears();
     
     SetUpSkidmarks();
     
     initialDragMultiplierX = dragMultiplier.x;
 }
 
 function Update()
 {        
     var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
     
     GetInput();
     
     Check_If_Car_Is_Flipped();
     
     UpdateWheelGraphics(relativeVelocity);
     
     UpdateGear(relativeVelocity);
 }
 
 function FixedUpdate()
 {    
     // The rigidbody velocity is always given in world space, but in order to work in local space of the car model we need to transform it first.
     var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
     
     CalculateState();    
     
     UpdateFriction(relativeVelocity);
     
     UpdateDrag(relativeVelocity);
     
     CalculateEnginePower(relativeVelocity);
     
     ApplyThrottle(canDrive, relativeVelocity);
     
     ApplySteering(canSteer, relativeVelocity);
 }
 
 /**************************************************/
 /* Functions called from Start()                  */
 /**************************************************/
 
 function SetupWheelColliders()
 {
     SetupWheelFrictionCurve();
         
     var wheelCount : int = 0;
     
     for (var t : Transform in frontWheels)
     {
         wheels[wheelCount] = SetupWheel(t, true);
         wheelCount++;
     }
     
     for (var t : Transform in rearWheels)
     {
         wheels[wheelCount] = SetupWheel(t, false);
         wheelCount++;
     }
 }
 
 function SetupWheelFrictionCurve()
 {
     wfc = new WheelFrictionCurve();
     wfc.extremumSlip = 1;
     wfc.extremumValue = 50;
     wfc.asymptoteSlip = 2;
     wfc.asymptoteValue = 25;
     wfc.stiffness = 1;
 }
 
 function SetupWheel(wheelTransform : Transform, isFrontWheel : boolean)
 {
     var go : GameObject = new GameObject(wheelTransform.name + " Collider");
     go.transform.position = wheelTransform.position;
     go.transform.parent = transform;
     go.transform.rotation = wheelTransform.rotation;
         
     var wc : WheelCollider = go.AddComponent(typeof(WheelCollider)) as WheelCollider;
     wc.suspensionDistance = suspensionRange;
     var js : JointSpring = wc.suspensionSpring;
     
     if (isFrontWheel)
         js.spring = suspensionSpringFront;
     else
         js.spring = suspensionSpringRear;
         
     js.damper = suspensionDamper;
     wc.suspensionSpring = js;
         
     wheel = new Wheel(); 
     wheel.collider = wc;
     wc.sidewaysFriction = wfc;
     wheel.wheelGraphic = wheelTransform;
     wheel.tireGraphic = wheelTransform.GetComponentsInChildren(Transform)[1];
     
     wheelRadius = wheel.tireGraphic.renderer.bounds.size.y / 2;    
     wheel.collider.radius = wheelRadius;
     
     if (isFrontWheel)
     {
         wheel.steerWheel = true;
         
         go = new GameObject(wheelTransform.name + " Steer Column");
         go.transform.position = wheelTransform.position;
         go.transform.rotation = wheelTransform.rotation;
         go.transform.parent = transform;
         wheelTransform.parent = go.transform;
     }
     else
         wheel.driveWheel = true;
         
     return wheel;
 }
 
 function SetupCenterOfMass()
 {
     if(centerOfMass != null)
         rigidbody.centerOfMass = centerOfMass.localPosition;
 }
 
 function SetupGears()
 {
     engineForceValues = new float[numberOfGears];
     gearSpeeds = new float[numberOfGears];
     
     var tempTopSpeed : float = topSpeed;
         
     for(var i = 0; i < numberOfGears; i++)
     {
         if(i > 0)
             gearSpeeds[i] = tempTopSpeed / 4 + gearSpeeds[i-1];
         else
             gearSpeeds[i] = tempTopSpeed / 4;
         
         tempTopSpeed -= tempTopSpeed / 4;
     }
     
     var engineFactor : float = topSpeed / gearSpeeds[gearSpeeds.Length - 1];
     
     for(i = 0; i < numberOfGears; i++)
     {
         var maxLinearDrag : float = gearSpeeds[i] * gearSpeeds[i];// * dragMultiplier.z;
         engineForceValues[i] = maxLinearDrag * engineFactor;
     }
 }
 
 function SetUpSkidmarks()
 {
     if(FindObjectOfType(Skidmarks))
     {
         skidmarks = FindObjectOfType(Skidmarks);
         skidSmoke = skidmarks.GetComponentInChildren(ParticleEmitter);
     }
     else
         Debug.Log("No skidmarks object found. Skidmarks will not be drawn");
         
     skidmarkTime = new float[4];
     for (var f : float in skidmarkTime)
         f = 0.0;
 }
 
 /**************************************************/
 /* Functions called from Update()                 */
 /**************************************************/
 
 function GetInput()
 {
     throttle = Input.GetAxis("Vertical");
     steer = Input.GetAxis("Horizontal");
     
     if(throttle < 0.0)
         brakeLights.SetFloat("_Intensity", Mathf.Abs(throttle));
     else
         brakeLights.SetFloat("_Intensity", 0.0);
     
     CheckHandbrake();
 }
 
 function CheckHandbrake()
 {
     if(Input.GetKey("space"))
     {
         if(!handbrake)
         {
             handbrake = true;
             handbrakeTime = Time.time;
             dragMultiplier.x = initialDragMultiplierX * handbrakeXDragFactor;
         }
     }
     else if(handbrake)
     {
         handbrake = false;
         StartCoroutine(StopHandbraking(Mathf.Min(5, Time.time - handbrakeTime)));
     }
 }
 
 function StopHandbraking(seconds : float)
 {
     var diff : float = initialDragMultiplierX - dragMultiplier.x;
     handbrakeTimer = 1;
     
     // Get the x value of the dragMultiplier back to its initial value in the specified time.
     while(dragMultiplier.x < initialDragMultiplierX && !handbrake)
     {
         dragMultiplier.x += diff * (Time.deltaTime / seconds);
         handbrakeTimer -= Time.deltaTime / seconds;
         yield;
     }
     
     dragMultiplier.x = initialDragMultiplierX;
     handbrakeTimer = 0;
 }
 
 function Check_If_Car_Is_Flipped()
 {
     if(transform.localEulerAngles.z > 80 && transform.localEulerAngles.z < 280)
         resetTimer += Time.deltaTime;
     else
         resetTimer = 0;
     
     if(resetTimer > resetTime)
         FlipCar();
 }
 
 function FlipCar()
 {
     transform.rotation = Quaternion.LookRotation(transform.forward);
     transform.position += Vector3.up * 0.5;
     rigidbody.velocity = Vector3.zero;
     rigidbody.angularVelocity = Vector3.zero;
     resetTimer = 0;
     currentEnginePower = 0;
 }
 
 var wheelCount : float;
 function UpdateWheelGraphics(relativeVelocity : Vector3)
 {
     wheelCount = -1;
     
     for(var w : Wheel in wheels)
     {
         wheelCount++;
         var wheel : WheelCollider = w.collider;
         var wh : WheelHit = new WheelHit();
         
         // First we get the velocity at the point where the wheel meets the ground, if the wheel is touching the ground
         if(wheel.GetGroundHit(wh))
         {
             w.wheelGraphic.localPosition = wheel.transform.up * (wheelRadius + wheel.transform.InverseTransformPoint(wh.point).y);
             w.wheelVelo = rigidbody.GetPointVelocity(wh.point);
             w.groundSpeed = w.wheelGraphic.InverseTransformDirection(w.wheelVelo);
             
             // Code to handle skidmark drawing. Not covered in the tutorial
             if(skidmarks)
             {
                 if(skidmarkTime[wheelCount] < 0.02 && w.lastSkidmark != -1)
                 {
                     skidmarkTime[wheelCount] += Time.deltaTime;
                 }
                 else
                 {
                     var dt : float = skidmarkTime[wheelCount] == 0.0 ? Time.deltaTime : skidmarkTime[wheelCount];
                     skidmarkTime[wheelCount] = 0.0;
 
                     var handbrakeSkidding : float = handbrake && w.driveWheel ? w.wheelVelo.magnitude * 0.3 : 0;
                     var skidGroundSpeed = Mathf.Abs(w.groundSpeed.x) - 15;
                     if(skidGroundSpeed > 0 || handbrakeSkidding > 0)
                     {
                         var staticVel : Vector3 = transform.TransformDirection(skidSmoke.localVelocity) + skidSmoke.worldVelocity;
                         if(w.lastSkidmark != -1)
                         {
                             var emission : float = UnityEngine.Random.Range(skidSmoke.minEmission, skidSmoke.maxEmission);
                             var lastParticleCount : float = w.lastEmitTime * emission;
                             var currentParticleCount : float = Time.time * emission;
                             var noOfParticles : int = Mathf.CeilToInt(currentParticleCount) - Mathf.CeilToInt(lastParticleCount);
                             var lastParticle : int = Mathf.CeilToInt(lastParticleCount);
                             
                             for(var i = 0; i <= noOfParticles; i++)
                             {
                                 var particleTime : float = Mathf.InverseLerp(lastParticleCount, currentParticleCount, lastParticle + i);
                                 skidSmoke.Emit(    Vector3.Lerp(w.lastEmitPosition, wh.point, particleTime) + new Vector3(Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1)), staticVel + (w.wheelVelo * 0.05), Random.Range(skidSmoke.minSize, skidSmoke.maxSize) * Mathf.Clamp(skidGroundSpeed * 0.1,0.5,1), Random.Range(skidSmoke.minEnergy, skidSmoke.maxEnergy), Color.white);
                             }
                         }
                         else
                         {
                             skidSmoke.Emit(    wh.point + new Vector3(Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1), Random.Range(-0.1, 0.1)), staticVel + (w.wheelVelo * 0.05), Random.Range(skidSmoke.minSize, skidSmoke.maxSize) * Mathf.Clamp(skidGroundSpeed * 0.1,0.5,1), Random.Range(skidSmoke.minEnergy, skidSmoke.maxEnergy), Color.white);
                         }
                     
                         w.lastEmitPosition = wh.point;
                         w.lastEmitTime = Time.time;
                     
                         w.lastSkidmark = skidmarks.AddSkidMark(wh.point + rigidbody.velocity * dt, wh.normal, (skidGroundSpeed * 0.1 + handbrakeSkidding) * Mathf.Clamp01(wh.force / wheel.suspensionSpring.spring), w.lastSkidmark);
                         sound.Skid(true, Mathf.Clamp01(skidGroundSpeed * 0.1));
                     }
                     else
                     {
                         w.lastSkidmark = -1;
                         sound.Skid(false, 0);
                     }
                 }
             }
         }
         else
         {
             // If the wheel is not touching the ground we set the position of the wheel graphics to
             // the wheel's transform position + the range of the suspension.
             w.wheelGraphic.position = wheel.transform.position + (-wheel.transform.up * suspensionRange);
             if(w.steerWheel)
                 w.wheelVelo *= 0.9;
             else
                 w.wheelVelo *= 0.9 * (1 - throttle);
             
             if(skidmarks)
             {
                 w.lastSkidmark = -1;
                 sound.Skid(false, 0);
             }
         }
         // If the wheel is a steer wheel we apply two rotations:
         // *Rotation around the Steer Column (visualizes the steer direction)
         // *Rotation that visualizes the speed
         if(w.steerWheel)
         {
             var ea : Vector3 = w.wheelGraphic.parent.localEulerAngles;
             ea.y = steer * maximumTurn;
             w.wheelGraphic.parent.localEulerAngles = ea;
             w.tireGraphic.Rotate(Vector3.right * (w.groundSpeed.z / wheelRadius) * Time.deltaTime * Mathf.Rad2Deg);
         }
         else if(!handbrake && w.driveWheel)
         {
             // If the wheel is a drive wheel it only gets the rotation that visualizes speed.
             // If we are hand braking we don't rotate it.
             w.tireGraphic.Rotate(Vector3.right * (w.groundSpeed.z / wheelRadius) * Time.deltaTime * Mathf.Rad2Deg);
         }
     }
 }
 
 function UpdateGear(relativeVelocity : Vector3)
 {
     currentGear = 0;
     for(var i = 0; i < numberOfGears - 1; i++)
     {
         if(relativeVelocity.z > gearSpeeds[i])
             currentGear = i + 1;
     }
 }
 
 /**************************************************/
 /* Functions called from FixedUpdate()            */
 /**************************************************/
 
 function UpdateDrag(relativeVelocity : Vector3)
 {
     var relativeDrag : Vector3 = new Vector3(    -relativeVelocity.x * Mathf.Abs(relativeVelocity.x), 
                                                 -relativeVelocity.y * Mathf.Abs(relativeVelocity.y), 
                                                 -relativeVelocity.z * Mathf.Abs(relativeVelocity.z) );
     
     var drag = Vector3.Scale(dragMultiplier, relativeDrag);
         
     if(initialDragMultiplierX > dragMultiplier.x) // Handbrake code
     {            
         drag.x /= (relativeVelocity.magnitude / (topSpeed / ( 1 + 2 * handbrakeXDragFactor ) ) );
         drag.z *= (1 + Mathf.Abs(Vector3.Dot(rigidbody.velocity.normalized, transform.forward)));
         drag += rigidbody.velocity * Mathf.Clamp01(rigidbody.velocity.magnitude / topSpeed);
     }
     else // No handbrake
     {
         drag.x *= topSpeed / relativeVelocity.magnitude;
     }
     
     if(Mathf.Abs(relativeVelocity.x) < 5 && !handbrake)
         drag.x = -relativeVelocity.x * dragMultiplier.x;
         
 
     rigidbody.AddForce(transform.TransformDirection(drag) * rigidbody.mass * Time.deltaTime);
 }
 
 function UpdateFriction(relativeVelocity : Vector3)
 {
     var sqrVel : float = relativeVelocity.x * relativeVelocity.x;
     
     // Add extra sideways friction based on the car's turning velocity to avoid slipping
     wfc.extremumValue = Mathf.Clamp(300 - sqrVel, 0, 300);
     wfc.asymptoteValue = Mathf.Clamp(150 - (sqrVel / 2), 0, 150);
         
     for(var w : Wheel in wheels)
     {
         w.collider.sidewaysFriction = wfc;
         w.collider.forwardFriction = wfc;
     }
 }
 
 function CalculateEnginePower(relativeVelocity : Vector3)
 {
     if(throttle == 0)
     {
         currentEnginePower -= Time.deltaTime * 200;
     }
     else if( HaveTheSameSign(relativeVelocity.z, throttle) )
     {
         normPower = (currentEnginePower / engineForceValues[engineForceValues.Length - 1]) * 2;
         currentEnginePower += Time.deltaTime * 200 * EvaluateNormPower(normPower);
     }
     else
     {
         currentEnginePower -= Time.deltaTime * 300;
     }
     
     if(currentGear == 0)
         currentEnginePower = Mathf.Clamp(currentEnginePower, 0, engineForceValues[0]);
     else
         currentEnginePower = Mathf.Clamp(currentEnginePower, engineForceValues[currentGear - 1], engineForceValues[currentGear]);
 }
 
 function CalculateState()
 {
     canDrive = false;
     canSteer = false;
     
     for(var w : Wheel in wheels)
     {
         if(w.collider.isGrounded)
         {
             if(w.steerWheel)
                 canSteer = true;
             if(w.driveWheel)
                 canDrive = true;
         }
     }
 }
 
 function ApplyThrottle(canDrive : boolean, relativeVelocity : Vector3)
 {
     if(canDrive)
     {
         var throttleForce : float = 0;
         var brakeForce : float = 0;
         
         if (HaveTheSameSign(relativeVelocity.z, throttle))
         {
             if (!handbrake)
                 throttleForce = Mathf.Sign(throttle) * currentEnginePower * rigidbody.mass;
         }
         else
             brakeForce = Mathf.Sign(throttle) * engineForceValues[0] * rigidbody.mass;
         
         rigidbody.AddForce(transform.forward * Time.deltaTime * (throttleForce + brakeForce));
     }
 }
 
 function ApplySteering(canSteer : boolean, relativeVelocity : Vector3)
 {
     if(canSteer)
     {
         var turnRadius : float = 3.0 / Mathf.Sin((90 - (steer * 30)) * Mathf.Deg2Rad);
         var minMaxTurn : float = EvaluateSpeedToTurn(rigidbody.velocity.magnitude);
         var turnSpeed : float = Mathf.Clamp(relativeVelocity.z / turnRadius, -minMaxTurn / 10, minMaxTurn / 10);
         
         transform.RotateAround(    transform.position + transform.right * turnRadius * steer, 
                                 transform.up, 
                                 turnSpeed * Mathf.Rad2Deg * Time.deltaTime * steer);
         
         var debugStartPoint = transform.position + transform.right * turnRadius * steer;
         var debugEndPoint = debugStartPoint + Vector3.up * 5;
         
         Debug.DrawLine(debugStartPoint, debugEndPoint, Color.red);
         
         if(initialDragMultiplierX > dragMultiplier.x) // Handbrake
         {
             var rotationDirection : float = Mathf.Sign(steer); // rotationDirection is -1 or 1 by default, depending on steering
             if(steer == 0)
             {
                 if(rigidbody.angularVelocity.y < 1) // If we are not steering and we are handbraking and not rotating fast, we apply a random rotationDirection
                     rotationDirection = Random.Range(-1.0, 1.0);
                 else
                     rotationDirection = rigidbody.angularVelocity.y; // If we are rotating fast we are applying that rotation to the car
             }
             // -- Finally we apply this rotation around a point between the cars front wheels.
             transform.RotateAround( transform.TransformPoint( (    frontWheels[0].localPosition + frontWheels[1].localPosition) * 0.5), 
                                                                 transform.up, 
                                                                 rigidbody.velocity.magnitude * Mathf.Clamp01(1 - rigidbody.velocity.magnitude / topSpeed) * rotationDirection * Time.deltaTime * 2);
         }
     }
 }
 
 /**************************************************/
 /*               Utility Functions                */
 /**************************************************/
 
 function Convert_Miles_Per_Hour_To_Meters_Per_Second(value : float) : float
 {
     return value * 0.44704;
 }
 
 function Convert_Meters_Per_Second_To_Miles_Per_Hour(value : float) : float
 {
     return value * 2.23693629;    
 }
 
 function HaveTheSameSign(first : float, second : float) : boolean
 {
     if (Mathf.Sign(first) == Mathf.Sign(second))
         return true;
     else
         return false;
 }
 
 function EvaluateSpeedToTurn(speed : float)
 {
     if(speed > topSpeed / 2)
         return minimumTurn;
     
     var speedIndex : float = 1 - (speed / (topSpeed / 2));
     return minimumTurn + speedIndex * (maximumTurn - minimumTurn);
 }
 
 function EvaluateNormPower(normPower : float)
 {
     if(normPower < 1)
         return 10 - normPower * 9;
     else
         return 1.9 - normPower * 0.9;
 }
 
 function GetGearState()
 {
     var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
     var lowLimit : float = (currentGear == 0 ? 0 : gearSpeeds[currentGear-1]);
     return (relativeVelocity.z - lowLimit) / (gearSpeeds[currentGear - lowLimit]) * (1 - currentGear * 0.1) + currentGear * 0.1;
 }
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avatar image AlucardJay · Apr 10, 2012 at 05:53 PM 0
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It took me 12 mouse scrolls to get to the end of your question. I didn't read ANY of it. I just did a search for Input on this page, and found Input.GetAxis("Vertical");

This should work for both the arrow keys and WASD. You should check your settings in the Input $$anonymous$$anager (or maybe there is a controller/gampad_emulator/xpadder installed that is affecting the inputs). Start by checking the Input $$anonymous$$anager :

http://unity3d.com/support/documentation/$$anonymous$$anual/Input.html

http://unity3d.com/support/documentation/ScriptReference/Input.html

http://unity3d.com/support/documentation/ScriptReference/Input.GetAxis.html

I'll be surprised if anyone reads that whole script (without payment!)

avatar image worldofcars · Apr 10, 2012 at 06:06 PM 0
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ah thank you ... :)

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Answer by GuyTidhar · Apr 10, 2012 at 05:54 PM

You don't need to touch the script. Just change the vertical and horizontal input in your input manager. http://unity3d.com/support/documentation/Components/class-InputManager.html

 Edit->Project Settings->Input.
 Open Vertical:
 write in Positive button: w
 write in Negative button: s
 Open Horizontal:
 write in Positive button: d
 write in Negative button: a
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avatar image worldofcars · Apr 10, 2012 at 06:06 PM 0
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ah okay works:)

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