• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Spacemarine658 · Sep 17, 2015 at 07:29 PM · controllerwheelcolliderentervehicles

Need help making only one car drive at a time

I am making an open world game and a want the ability for the player to get in a random vehicle and only that one to drive but currently they all drive lol

using UnityEngine; using System.Collections;

public class VehicleController : MonoBehaviour { public float maxTorque = 1000f; GameObject player;

 public Transform centerOfMass;

 public WheelCollider[] wheelColliders = new WheelCollider[4];

 private Rigidbody m_rigidbody;

 public bool inCar = false;
 public bool driving = false;

 void Start()
 {
     player = GameObject.Find ("Player");
     m_rigidbody = gameObject.GetComponent<Rigidbody> ();
     m_rigidbody.centerOfMass = centerOfMass.localPosition;
 }
 void Update()
 {
     if (Input.GetKeyDown (KeyCode.H)) {
         if (((player.GetComponent<PlayerController> ().withinRange == true) || inCar == true)) {
             putPlayerInCar ();
         }
     }

 }
 void putPlayerInCar()
 {
     inCar = !inCar;
     if (inCar == true) {
         GameObject.Find ("Main Camera").GetComponent<SmoothFollow> ().target = gameObject.transform;
         player.GetComponent<MeshRenderer> ().enabled = false;
         player.GetComponent<CapsuleCollider> ().enabled = false;
         player.GetComponent<Rigidbody> ().useGravity = false;
     } 
     else 
     {
         player.GetComponent<PlayerController> ().moveCameraToPlayer ();
         player.GetComponent<MeshRenderer> ().enabled = true;
         player.GetComponent<CapsuleCollider> ().enabled = true;
         player.GetComponent<Rigidbody> ().useGravity = true;
         player.transform.position = (gameObject.transform.position + new Vector3(-4,1,0));
         player.transform.rotation = gameObject.transform.rotation;
     }
     player.GetComponent<PlayerController> ().enabled = !player.GetComponent<PlayerController> ().enabled;
 }

 void FixedUpdate()
 {
     if (inCar == true) 
     {
         float steer = Input.GetAxis ("Horizontal");
         float accelerate = Input.GetAxis ("Vertical");
         float finalAngle = steer * 45f;
         wheelColliders [0].steerAngle = finalAngle;
         wheelColliders [1].steerAngle = finalAngle;

         if ((accelerate == 0) && (wheelColliders [0].rpm > 0 || wheelColliders [0].rpm < 0) && Input.GetKey (KeyCode.Space)) {
             wheelColliders [0].brakeTorque = maxTorque * 2;
             wheelColliders [1].brakeTorque = maxTorque * 2;
             wheelColliders [2].brakeTorque = maxTorque * 2;
             wheelColliders [3].brakeTorque = maxTorque * 2;
         } else if (accelerate == 0 && (wheelColliders [0].rpm > 0 || wheelColliders [0].rpm < 0)) {
             wheelColliders [0].brakeTorque = maxTorque / 2;
             wheelColliders [1].brakeTorque = maxTorque / 2;
             wheelColliders [2].brakeTorque = maxTorque / 2;
             wheelColliders [3].brakeTorque = maxTorque / 2;
         } else {
             wheelColliders [0].brakeTorque = 0;
             wheelColliders [1].brakeTorque = 0;
             wheelColliders [2].brakeTorque = 0;
             wheelColliders [3].brakeTorque = 0;
         }
         for (int i = 0; i < 4; i++) {
             wheelColliders [i].motorTorque = accelerate * maxTorque;
         }
     }
 }

}

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

How to steer vehicle with mortorTorque or different wheel speed in each wheel (for Tanks movement) 0 Answers

MMD How to export model and animations to Unity as 3rd person controller? 2 Answers

Wheel Script 1 Answer

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Vehicle controller not working well 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges