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This question was closed Apr 13, 2014 at 10:09 AM by Benproductions1 for the following reason:

Duplicate Question

avatar image
0
Question by Major · Apr 13, 2014 at 01:08 AM · 2dcartopdowncar physicscars

TOP down 2d car physics

What I want to do is make a car game that is viewed from the TOP down, as in you see the roof of the car. My problem is that I can accelerate, and rotate the sprite, but I can't make it turn realistically like the car in the car demo that unity provides. I also have no idea how to do this, and I just started using unity's 2d mode. Any help is appreciated.

var power : float = 3; var maxspeed : float = 20; var turnpower : float = 2;

var curspeed : float;

function Update () { if(Input.GetKey(KeyCode.W)) { rigidbody2D.AddForce(transform.up * power); }

 if(Input.GetKey(KeyCode.S))
 {
     rigidbody2D.AddForce(-(transform.up) * power);
 }
 
 if(Input.GetKey(KeyCode.A))
 {
     transform.Rotate(Vector3.forward * turnpower);
 }
 
 if(Input.GetKey(KeyCode.D))
 {
     transform.Rotate(Vector3.forward * -turnpower);
 }

}

//function OnGUI() //{

//}

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avatar image getyour411 · Apr 13, 2014 at 01:19 AM 0
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I haven't done any 2D work but since you mentioned the Unity demo, can you look at its code and adapt it?

avatar image Benproductions1 · Apr 13, 2014 at 10:09 AM 0
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@getyour411 The demo uses Unity's build-in 3d physics system. The question asks about using 2d physics, meaning a lot of the effects of collisions need to be faked for the wheels.

There are some great articles on implementing 2d physics. There are also a couple duplicate questions.

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