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Question by mujtabaoria1997 · Jun 27, 2017 at 08:02 AM · car

Problem with footbrake (car script)???

Hi, ok i want to make a custom car script, the problem is that when car is moving and i press back button the car should brake and then it should move backward, i tried everything but it does not work, so please help me.

the script is:

 using UnityEngine;
 using System.Collections;
 
 public class New : MonoBehaviour {
 
     public Transform centreofmass;
     public WheelCollider WFL;
     public WheelCollider WFR;
     public WheelCollider WRL;
     public WheelCollider WRR;
 
     public float TopSpeed = 150f;
     public float MotorTorque = 2500f;
     public float BrakeTorque = 500f;
     public float MaxSteering = 25f;
 
     private Rigidbody rb;
     private float h = 0f;
     private float v = 0f;
     private float handbrake = 0f;
     private float speed;
     private float brake;
 
     public float footbrakeI { get; private set; }
     public float AccelI { get; private set; }
 
 
     // Use this for initialization
     void Start () {
         rb = this.gameObject.GetComponent<Rigidbody> ();
         rb.centerOfMass = centreofmass.transform.localPosition;
 
     }
     
     // Update is called once per frame
     void FixedUpdate () {
         h = Input.GetAxis ("Horizontal");
         v = Input.GetAxis ("Vertical");
         handbrake = Input.GetAxis ("Jump");
 
         Move (v, h, v, handbrake);
     }
     public void Move(float Accel, float steering, float footbrake, float handbrake)
     {
         speed = rb.velocity.magnitude * 2.23693629f;
         AccelI= Accel = Mathf.Clamp (Accel, 0, 1);
         steering = Mathf.Clamp (steering, -1, 1);
         footbrakeI= footbrake = Mathf.Clamp (footbrake, -1, 0);
         handbrake = Mathf.Clamp (handbrake, 0, 1);
 
         ApplySpeed (Accel, footbrake);
 
 
         WFR.steerAngle = steering * MaxSteering;
         WFL.steerAngle = steering * MaxSteering;
 
         if (handbrake > 0f) {
             WRL.brakeTorque = handbrake * BrakeTorque * 20f;
             WRR.brakeTorque = handbrake * BrakeTorque * 20f;
 
         }
 
     }
     public void ApplySpeed(float Accel, float footbrake)
     {
         float actorque;
         actorque = Accel * (MotorTorque / 2f);
         WRL.motorTorque = WRR.motorTorque = actorque;
 
         }
         
 }
 
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