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This question was closed Sep 07, 2013 at 12:35 PM by Benproductions1 for the following reason:

Duplicate Question

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Question by danRULZ33 · Sep 07, 2013 at 08:07 AM · carhud

Make a RPM Display For my Car

I am not that good at coding...so keep it simple but I have a simple car in my project. I want to add an onscreen RPM display to make my game better. How do i do this.


This is the code for my car:

 // ----------- CAR TUTORIAL SAMPLE PROJECT, ? Andrew Gotow 2009 -----------------
 
 // Here's the basic car script described in my tutorial at www.gotow.net/andrew/blog.
 // A Complete explaination of how this script works can be found at the link above, along
 // with detailed instructions on how to write one of your own, and tips on what values to 
 // assign to the script variables for it to work well for your application.
 
 // Contact me at Maxwelldoggums@Gmail.com for more information.
 
 
 
 
 // These variables allow the script to power the wheels of the car.
 var FrontLeftWheel : WheelCollider;
 var FrontRightWheel : WheelCollider;
 
 // These variables are for the gears, the array is the list of ratios. The script
 // uses the defined gear ratios to determine how much torque to apply to the wheels.
 var GearRatio : float[];
 var CurrentGear : int = 0;
 
 // These variables are just for applying torque to the wheels and shifting gears.
 // using the defined Max and Min Engine RPM, the script can determine what gear the
 // car needs to be in.
 var EngineTorque : float = 600.0;
 var MaxEngineRPM : float = 3000.0;
 var MinEngineRPM : float = 1000.0;
 private var EngineRPM : float = 0.0;
 
 
 
 function Start () {
     // I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
     rigidbody.centerOfMass.y = -1.5;
 }
 
 function Update () {
     
     // This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
     // but it's easy, and it doesn't interfere with the physics processing.
     rigidbody.drag = rigidbody.velocity.magnitude / 250;
     
     // Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
     EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
     ShiftGears();
 
     // set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
     // up to twice it's pitch, where it will suddenly drop when it switches gears.
     audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
     // this line is just to ensure that the pitch does not reach a value higher than is desired.
     if ( audio.pitch > 2.0 ) {
         audio.pitch = 2.0;
     }
 
     // finally, apply the values to the wheels.    The torque applied is divided by the current gear, and
     // multiplied by the user input variable.
     FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
     FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
         
     // the steer angle is an arbitrary value multiplied by the user input.
     FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
     FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
 }
 
 function ShiftGears() {
     // this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
     // the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
     if ( EngineRPM >= MaxEngineRPM ) {
         var AppropriateGear : int = CurrentGear;
         
         for ( var i = 0; i < GearRatio.length; i ++ ) {
             if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) {
                 AppropriateGear = i;
                 break;
             }
         }
         
         CurrentGear = AppropriateGear;
     }
     
     if ( EngineRPM <= MinEngineRPM ) {
         AppropriateGear = CurrentGear;
         
         for ( var j = GearRatio.length-1; j >= 0; j -- ) {
             if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {
                 AppropriateGear = j;
                 break;
             }
         }
         
         CurrentGear = AppropriateGear;
     }
 }
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