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Question by Wenon · May 01, 2018 at 08:47 AM · anglewheelcolliderturn

gentle turning of the car

Hello, I cant figure out how to calculate angle for wheels to make car turning smooth. Arleady I have somethnink like this:

          //Bus or car:
         if (car.VehicleTyp == 2)
         {
             angletimes = 30;
         }
         else
         {
             angletimes = 20;
         }
         //calculate angle to next path:
         Vector3 targetDir = path.transform.position - transform.position;
         Vector3 forward = transform.forward;
         targetDir.y = forward.y = 0;
         float angletemp = Vector3.Angle(targetDir, forward);
         Vector3 cross = Vector3.Cross(targetDir, forward);
         if (cross.y > 0)
         {
             angletemp = -angletemp;
         }
         //making turning bit smoother;
         if (angletemp > angle)
         {
             angle = angle + angletimes * Time.deltaTime;
         }
         if (angletemp < angle)
         {
             angle = angle - angletimes* Time.deltaTime;
         }
         if ((angletemp > 0 && angle < 0) || (angletemp < 0 && angle > 0))
         {
             angle = 0;
         }
         if (angle > car.MaxAngleOfSteer)
         {
             angle = car.MaxAngleOfSteer;
         }
         if (angle < -car.MaxAngleOfSteer)
         {
             angle = -car.MaxAngleOfSteer;
         }
         car.Angle = angle;

And it act like this: alt text

But on long turns this is very unnatural. How can I make car turning like this but that it would also be made on sharper turns without delay with the possibility of maximum wheel turning? alt text

1.png (9.0 kB)
2.png (11.4 kB)
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