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Question by AlexWhite1998 · Aug 27, 2012 at 01:27 AM · javascriptcaraccelerationnew

Car not accelerating

I am new to unity... and javascript so I though maybe making a really simple car would be a great challenge! but for some reason... when I let go of forward my car just stops right away and then goes backwards.-- heres the script

 //Moving
 var rotateSpeed : int;
 private var curSpeed : float = 1;
 var maxSpeed : float = 100;
 var maxBackSpeed : float = 30; 
 var accel : float = .4;
 var decSpeed : float = .4;
 
 
 
 function Update()
 {
 //Moving & Rotating the car
 
 var yRotateSpeed : float = Input.GetAxis("Horizontal") * rotateSpeed * Time.deltaTime;
 var ifForward : float = Input.GetAxis("Vertical");
 
 
 //Determining if the car is going forward AND Accelerating/Deaccelerating
 //Going forwards
 if (ifForward > 0)
 {
 curSpeed += accel;
 if (curSpeed >= maxSpeed)
 {
 curSpeed = maxSpeed;
 }
 //Going backwards
 //Need going backwards script
 
 //********************************************************
 
 }
 // Decease Speed/Stopping
 var idle : boolean = false;
 if (ifForward == 0)
 {
 idle = true;
 }else{
 idle = false;
 }
 
 w$$anonymous$$le (idle && curSpeed > 0)
 {
     curSpeed -= decSpeed;
 }
 
 
 
 //Current Speed Translate
 transform.Translate(0, 0, curSpeed * Time.deltaTime);
 transform.Rotate(0, yRotateSpeed, 0);
 }
 
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Answer by gribbly · Aug 27, 2012 at 08:25 AM

Try clamping curSpeed to 0.0f when decelerating.

I would set idle = false before you read the Vertical stick axis, then only set it to true if you enter the

 if(ifForward > 0)

block.

You could also try wrapping your transform.Translate call like t$$anonymous$$s:

 if(!idle) {
     transform.Translate(0, 0, curSpeed * Time.deltaTime);    
 }

Lastly, you should probably be using Time.deltaTime in when incrementing/decrementing curSpeed:

 curSpeed += accel * Time.deltaTime; //adjust accel as needed
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