Acceleration improved
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83
Assets/Scripts/CameraOrbit.cs
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83
Assets/Scripts/CameraOrbit.cs
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using System;
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using UnityEngine;
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namespace TDLN.CameraControllers
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{
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public class CameraOrbit : MonoBehaviour
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{
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public GameObject target;
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public float distance = 10.0f;
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public float xSpeed = 250.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20;
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public float yMaxLimit = 80;
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float x = 0.0f;
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float y = 0.0f;
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void Start()
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{
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var angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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}
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float prevDistance;
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void LateUpdate()
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{
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if (distance < 2) distance = 2;
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distance -= Input.GetAxis("Mouse ScrollWheel") * 2;
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if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
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{
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var pos = Input.mousePosition;
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var dpiScale = 1f;
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if (Screen.dpi < 1) dpiScale = 1;
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if (Screen.dpi < 200) dpiScale = 1;
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else dpiScale = Screen.dpi / 200f;
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if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
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// comment out these two lines if you don't want to hide mouse curser or you have a UI button
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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var rotation = Quaternion.Euler(y, x, 0);
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var position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
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transform.rotation = rotation;
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transform.position = position;
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}
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else
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{
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// comment out these two lines if you don't want to hide mouse curser or you have a UI button
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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if (Math.Abs(prevDistance - distance) > 0.001f)
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{
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prevDistance = distance;
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var rot = Quaternion.Euler(y, x, 0);
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var po = rot * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
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transform.rotation = rot;
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transform.position = po;
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}
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}
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static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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}
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}
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11
Assets/Scripts/CameraOrbit.cs.meta
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11
Assets/Scripts/CameraOrbit.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e745887670e904825b07e4a8da7c38e6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,21 +4,36 @@ using UnityEngine;
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public class CarController : MonoBehaviour
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{
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public Wheel[] wheels;
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public Wheel[] turningWheels;
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public Wheel[] drivingWheels;
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public Rigidbody rb;
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public float TopSpeed = 10;
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public AnimationCurve PowerCurve;
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public float EnginePower = 5;
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void Awake(){
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foreach(Wheel wheel in wheels){
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foreach(Wheel wheel in turningWheels){
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wheel.myCar= this;
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}
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foreach(Wheel wheel in drivingWheels){
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wheel.myCar= this;
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}
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void Start()
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{
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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//up or down
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foreach(Wheel wheel in drivingWheels){
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wheel.Rotate(Input.GetAxis("Vertical"));
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}
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foreach(Wheel wheel in turningWheels){
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wheel.Steer(Input.GetAxis("Horizontal"));
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}
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}
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}
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@ -9,6 +9,9 @@ public class Wheel : MonoBehaviour
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public float restPosition;
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public float restPositionOffset;
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public float springConstant = 1f;
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public float tireGripFactor =1f;
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public float tireMass = 1f;
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public float steerAngle = 25;
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public float dampningFactor = 1f;
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public float velocity;
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// public ForceMode springForceMode;
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@ -18,6 +21,7 @@ public class Wheel : MonoBehaviour
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public float curDisplacement => restPosition - transform.localPosition.y;
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public float topMaxDisplacement => restPosition + displacementRange;
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public float botMaxDisplacement => restPosition - displacementRange;
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public float bottomEnd => transform.position.y - radius;
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LayerMask groundMask;
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public CarController myCar;
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@ -30,17 +34,18 @@ public class Wheel : MonoBehaviour
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}
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public float rayDist ;
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// Update is called once per frame
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bool grounded = false;
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void FixedUpdate()
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{
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if (myCar == null) { return; }
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RaycastHit hit = new RaycastHit();
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float newDisplacement = transform.localPosition.y;
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float bottomEnd = transform.position.y - radius;
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Vector3 topEnd = transform.position + new Vector3(0, radius, 0);
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bool grounded = false;
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if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position - new Vector3(0,((radius*2)+(displacementRange))), out hit, groundMask))
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grounded=false;
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if (Physics.Linecast(suspensionJoint.position, suspensionJoint.position -(transform.up * ((radius*2)+(displacementRange))), out hit, groundMask))
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{
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Debug.DrawLine(suspensionJoint.position, hit.point, Color.red);
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hitPoint = hit.point.y;
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@ -49,17 +54,51 @@ public class Wheel : MonoBehaviour
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CurDisplacement = restPositionOffset - rayDist;
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velocity = Vector3.Dot(transform.up, myCar.rb.GetPointVelocity(transform.position));
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force = (CurDisplacement * springConstant) - (velocity * dampningFactor);
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myCar.rb.AddForceAtPosition(Vector3.up * force, transform.position);
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myCar.rb.AddForceAtPosition(transform.up * force, transform.position);
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grounded = true;
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Friction();
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}
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else
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{
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// transform.localPosition = Vector3.Lerp(transform.position,
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// new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
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transform.localPosition = Vector3.Lerp(transform.localPosition,
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new Vector3(transform.localPosition.x, botMaxDisplacement, transform.localPosition.z),0.2f);
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}
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// transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y + velocity, transform.localPosition.z);
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}
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public void Rotate(float input){
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if(grounded ){
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if(input >0){
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}
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Vector3 accelDir = transform.forward;
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float carSpeed = Vector3.Dot(myCar.transform.forward, myCar.rb.velocity);
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float normalizedSpeed= Mathf.Clamp01(Mathf.Abs(carSpeed) / myCar.TopSpeed);
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float availableTorque = myCar.PowerCurve.Evaluate(normalizedSpeed) * input * myCar.EnginePower;
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myCar.rb.AddForceAtPosition(accelDir * availableTorque, transform.position);
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}
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}
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void Friction(){
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if(grounded){
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Vector3 steeringDir = transform.right;
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Vector3 tireWorldVel = myCar.rb.GetPointVelocity(transform.position);
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float steeringVel = Vector3.Dot(steeringDir, tireWorldVel);
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float desiredVelChange = -steeringVel * tireGripFactor;
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float desiredAccel = desiredVelChange / Time.fixedDeltaTime;
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Vector3 friction = steeringDir * tireMass * desiredAccel;
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// friction = new Vector3(friction.x, 0, friction.z);
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myCar.rb.AddForceAtPosition(friction, transform.position);
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}
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}
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public void Steer(float input){
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transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, input * steerAngle, transform.localEulerAngles.z);
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}
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public float force;
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void OnDrawGizmos()
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{
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@ -1,2 +1,2 @@
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m_EditorVersion: 2020.3.40f1
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m_EditorVersionWithRevision: 2020.3.40f1 (ba48d4efcef1)
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m_EditorVersion: 2020.3.34f1
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m_EditorVersionWithRevision: 2020.3.34f1 (9a4c9c70452b)
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