Realistic Car Driving Script May 2026
[Header("Suspension & Stability")] public float antiRollBarForce = 5000f;
private Rigidbody rb; private float motorTorque; private float brakeTorque; private float steerInput; realistic car driving script
float antiRollForceValue = (travelL - travelR) * antiRollBarForce; if (groundedL) rb.AddForceAtPosition(frontLeftWheel.transform.up * -antiRollForceValue, frontLeftWheel.transform.position); if (groundedR) rb.AddForceAtPosition(frontRightWheel.transform.up * antiRollForceValue, frontRightWheel.transform.position); private Rigidbody rb
bool groundedL = frontLeftWheel.GetGroundHit(out hit); if (groundedL) travelL = (-frontLeftWheel.transform.InverseTransformPoint(hit.point).y - frontLeftWheel.radius) / frontLeftWheel.suspensionDistance; bool groundedR = frontRightWheel.GetGroundHit(out hit); if (groundedR) travelR = (-frontRightWheel.transform.InverseTransformPoint(hit.point).y - frontRightWheel.radius) / frontRightWheel.suspensionDistance; private float motorTorque
// Motor torque based on throttle and torque curve float torquePercent = torqueCurve.Evaluate(currentRPM / engineMaxRPM); motorTorque = throttle * maxEngineTorque * torquePercent;