Realistic Car Driving Script (LIMITED)

[Header("Engine & Drivetrain")] public float maxEngineTorque = 300f; // Nm public float maxBrakeTorque = 500f; public AnimationCurve torqueCurve; // Torque vs RPM public float[] gearRatios = 3.5f, 2.0f, 1.4f, 1.0f, 0.8f ; public float finalDriveRatio = 3.2f; public float engineIdleRPM = 800f; public float engineMaxRPM = 6500f; private float currentRPM; private int currentGear = 0;

void UpdateWheelTransform(WheelCollider collider, Transform visualWheel)

void Start()

// Apply motor torque to rear wheels (RWD setup) rearLeftWheel.motorTorque = motorTorque; rearRightWheel.motorTorque = motorTorque;

// Brake torque brakeTorque = braking * maxBrakeTorque; realistic car driving script

Vector3 pos; Quaternion rot; collider.GetWorldPose(out pos, out rot); visualWheel.position = pos; visualWheel.rotation = rot;

[Header("Suspension & Stability")] public float antiRollBarForce = 5000f; public AnimationCurve torqueCurve

// Update visual wheel positions UpdateWheelTransform(frontLeftWheel, frontLeftTransform); UpdateWheelTransform(frontRightWheel, frontRightTransform); UpdateWheelTransform(rearLeftWheel, rearLeftTransform); UpdateWheelTransform(rearRightWheel, rearRightTransform);