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Question by eni_cay · Dec 20, 2020 at 08:08 PM · vehiclecar physicssteeringcar-tutorialwheel colliders

car accelerates too slow ?

trying to make a car game , i followed a tutorial , and my implementation wasn't the same as in the tutorial , like my car moves too slow and takes to move in reverse it also doesn't steer , any of you had this problem before or have any solution or proper tutorial to follow ?i have the new unity ,heres the code : private const string HORIZONTAL = "Horizontal"; private const string VERTICAL = "Vertical";

     private float horizontalinput;
     private float verticalinput;
     private float steerangle;
     private bool IsBreaking;
     private float currentbreakforce;
 
 
 
     [SerializeField] private float motorforce;
     [SerializeField] private float breakforce;
     [SerializeField] private float maxsteeringangle;
 
     [SerializeField] private WheelCollider frontleftwheelcollider;
     [SerializeField] private WheelCollider backleftwheelcollider;
     [SerializeField] private WheelCollider frontrightwheelcollider;
     [SerializeField] private WheelCollider backrightwheelcollider;
 
     [SerializeField] private Transform frontleftwheeltransform;
     [SerializeField] private Transform backleftwheeltransform;
     [SerializeField] private Transform frontrightwheeltransform;
     [SerializeField] private Transform backrightwheeltransform;
 
 
 
     private void FixedUpdate()
     {
 
 
         GetInput();
         HandleMotor();
         HandleSteering();
         UpdateWheels();
 
     }
 
     private void UpdateWheels()
     {
         UpdateSingleWheel(frontleftwheelcollider, frontleftwheeltransform);
         UpdateSingleWheel(frontrightwheelcollider, frontrightwheeltransform);
         UpdateSingleWheel(backleftwheelcollider, backleftwheeltransform);
         UpdateSingleWheel(backrightwheelcollider, backrightwheeltransform);
     }
 
     private void UpdateSingleWheel(WheelCollider wheelcollider, Transform wheeltransform)
     {
         Vector3 pos;
         Quaternion rot;
         wheelcollider.GetWorldPose(out pos, out rot);
         wheeltransform.rotation = rot;
         wheeltransform.position = pos;
 
     }
 
     private void HandleSteering()
     {
         steerangle = maxsteeringangle * horizontalinput;
     }
 
     private void HandleMotor()
     {
         frontleftwheelcollider.motorTorque = verticalinput * motorforce;
         frontrightwheelcollider.motorTorque = verticalinput * motorforce;
         currentbreakforce = IsBreaking ? breakforce : 0f;
         if (IsBreaking)
         {
             Applybreaking();
         }
     }
 
     private void Applybreaking()
     {
         frontleftwheelcollider.brakeTorque = currentbreakforce;
         backleftwheelcollider.brakeTorque = currentbreakforce;
         frontrightwheelcollider.brakeTorque = currentbreakforce;
         backrightwheelcollider.brakeTorque = currentbreakforce;
 
     }
 
     private void GetInput()
     {
         horizontalinput = Input.GetAxis(HORIZONTAL);
         verticalinput = Input.GetAxis(VERTICAL);
         IsBreaking = Input.GetKey(KeyCode.Space);
     }
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