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Car's Acceleration is stuck
So, I have this car's controller script in which when the variables engineTorque and currentRPM reach the maxiumum value they are allowed to reach, they stuck in these values for few seconds after I stop pressing the assigned axis, resulting in an anomalous acceleration of the car. I believe that when the variable exceeds that determined value, the script forces it to be equal to the maximum value only formally, or better, only in the inspector, so how can I fix this issue?
This is the part of the script involved:
void Acceleration()
{
wheelTorque = (engineTorque * carData.throttle * carData.gearRatio[currentGear] * carData.gearRatio[9]);
currentRPM = (carData.getRigidbody().velocity.magnitude * 60 / (0.29f * 2 * Mathf.PI)) * carData.gearRatio[6] * carData.gearRatio[currentGear];
if (currentRPM < 1000) {
currentRPM = 1000;
}
if (currentRPM >= engineData.redline)
{
wheelTorque = 0;
currentRPM = engineData.redline;
}
}
Thank you in advance for your help
P.S. Both currentRPM and engineTorque are floats
Answer by CBV · Mar 21, 2020 at 03:12 AM
At first you should use:
currentRPM = Mathf.Clamp(currentRPM,1000,engineData.redline);
This safes you some IF-Statements ;D
Also the problem is with the input (im sure you using Input.GetAxis). Unity slightly decrease the value (which is called the input gravity). Use Input.RawAxis instead, to get the direct Number (-1 or 0 or 1);
Yeah, actually carData.throttle is equal to Input.GetAxis("Vertical")
However, I've tried your corrections, the first works very fine, thank you man :)
whereas the second correction, the one about GetAxisRaw, didn't work well, or better, it didn't give me the results I expected: the brake became more responsive, even if I think it can be improved a little bit, while when I just stop to press the vertical axis button the car's still in acceleration..
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