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Question by LouisR_ · Dec 08, 2019 at 11:05 AM · 2d rotation3dplatformtutorial

3D Top Down Steering Wheel

Hi, Would it be possible, with a steering wheel, to make a car pivot on its y-axis when you turn the steering wheel, the problem also is that I made a script where the car would point towards the mouse pointer and accelerate with a click and in that same I made it so the car drifts when it turns too harshly with too much speed. So the question is how could I transfer the direction of the car to the steering wheel, the acceleration to a pedal (button) and keep the drifting feature?

Here is the original script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerCar : MonoBehaviour
 {
     public float acceleration = 8;
     public float turnSpeed = 5;
 
     Quaternion targetRotation;
     Rigidbody _rigidBody;
 
     Vector3 lastPosition;
     float _slideSlipAmount = 0;
 
     public float SlideSlipAmount
     {
         get
         {
             return _slideSlipAmount;
         }
     }
 
     void Start ()
     {
         _rigidBody = GetComponent<Rigidbody>();
     }
 
     void Update()
     {
         SetRotationPoint();
         SetSlidSlip();
     }
 
     private void SetSlidSlip()
     {
         Vector3 direction = transform.position - lastPosition;
         Vector3 movement = transform.InverseTransformDirection(direction);
         lastPosition = transform.position;
 
         _slideSlipAmount = movement.x;
     }
 
    private void SetRotationPoint()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        Plane plane = new Plane(Vector3.up, Vector3.zero);
        float distance;
        if(plane.Raycast(ray, out distance))
        {
            Vector3 target = ray.GetPoint(distance);
            Vector3 direction = target - transform.position;
            float rotationAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
            targetRotation = Quaternion.Euler(0, rotationAngle, 0);
        }
    }
 
    private void FixedUpdate()
    {
 
        float speed = _rigidBody.velocity.magnitude / 1000;
 
        float accelerationInput = acceleration * (Input.GetMouseButton(0) ? 1 : Input.GetMouseButton(1) ? -1 : 0 ) * Time.fixedDeltaTime;
        _rigidBody.AddRelativeForce(Vector3.forward * accelerationInput);
 
         transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, turnSpeed * Mathf.Clamp(speed, -1, 1) * Time.fixedDeltaTime);
    }
 }
 
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