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Question by AusAndrew19 · May 26, 2012 at 09:08 AM · car

Car handbrake

Hey Guys!! :)

I was wondering what would i have to add to my car script to enable the space button to be like a handbreak. To slow the car/skid etc. atm i only have reverse. I would like to add a handbreak but im not too sure how to. Thank you :)

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avatar image AusAndrew19 · May 26, 2012 at 10:00 AM 0
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Can upload script if needed.

avatar image Dee Va · May 28, 2012 at 08:03 AM 0
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You Can Find in Unity3d Car Tutorial unity3d.com/support/resources/tutorials/car-tutorial Or Upload Your Car Script Hope This Help's :D

avatar image AusAndrew19 · May 28, 2012 at 09:56 AM 0
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Thanks mate, All good now :)

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Answer by hirenkacha · May 28, 2012 at 10:26 AM

Use wheelcollider.brakeTorque=600f;

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Answer by AusAndrew19 · May 28, 2012 at 11:30 AM

 // These variables allow the script to power the wheels of the car.

var FrontLeftWheel : WheelCollider; var FrontRightWheel : WheelCollider;

// These variables are for the gears, the array is the list of ratios. The script // uses the defined gear ratios to determine how much torque to apply to the wheels. var GearRatio : float[]; var CurrentGear : int = 0;

// These variables are just for applying torque to the wheels and shifting gears. // using the defined Max and Min Engine RPM, the script can determine what gear the // car needs to be in. var EngineTorque : float = 600.0; var MaxEngineRPM : float = 3000.0; var MinEngineRPM : float = 1000.0; private var EngineRPM : float = 0.0;

function Start () { // I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way. rigidbody.centerOfMass.y = -0.1; }

function Update () {

 // This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
 // but it's easy, and it doesn't interfere with the physics processing.
 rigidbody.drag = rigidbody.velocity.magnitude / 250;
 
 // Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
 EngineRPM = (FrontLeftWheel.rpm + FrontRightWheel.rpm)/2 * GearRatio[CurrentGear];
 ShiftGears();

 // set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
 // up to twice it's pitch, where it will suddenly drop when it switches gears.
 audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 1.0 ;
 // this line is just to ensure that the pitch does not reach a value higher than is desired.
 if ( audio.pitch > 2.0 ) {
     audio.pitch = 2.0;
 }

 // finally, apply the values to the wheels.    The torque applied is divided by the current gear, and
 // multiplied by the user input variable.
 FrontLeftWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
 FrontRightWheel.motorTorque = EngineTorque / GearRatio[CurrentGear] * Input.GetAxis("Vertical");
     
 // the steer angle is an arbitrary value multiplied by the user input.
 FrontLeftWheel.steerAngle = 10 * Input.GetAxis("Horizontal");
 FrontRightWheel.steerAngle = 10 * Input.GetAxis("Horizontal");

}

function ShiftGears() { // this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make // the engine RPM fall within the desired range. The gear is then set to this "appropriate" value. if ( EngineRPM >= MaxEngineRPM ) { var AppropriateGear : int = CurrentGear;

     for ( var i = 0; i < GearRatio.length; i ++ ) {
         if ( FrontLeftWheel.rpm * GearRatio[i] < MaxEngineRPM ) {
             AppropriateGear = i;
             break;
         }
     }
     
     CurrentGear = AppropriateGear;
 }
 
 if ( EngineRPM <= MinEngineRPM ) {
     AppropriateGear = CurrentGear;
     
     for ( var j = GearRatio.length-1; j >= 0; j -- ) {
         if ( FrontLeftWheel.rpm * GearRatio[j] > MinEngineRPM ) {
             AppropriateGear = j;
             break;
         }
     }
     
     CurrentGear = AppropriateGear;
 }

}

This is the script. But how would i add a new function.

if (Input.GetKeyDown("spacebar"))

What else would i add?

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