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Question by mika132 · Dec 03, 2012 at 09:42 PM · transformbeginnercarinsidedriving

Driving car FPS

So i try do program my FPS game. It's working like t$$anonymous$$s: I am near car and press E button. My FPS man go drie car now. But i have few problems.

One. How i can make camera follow the car? Two: i use rigibody physics and one of my try is bad. When i jump my car my car go REALLY fast some way. Bounc$$anonymous$$ng. Code is t$$anonymous$$s:

 var Player : Transform;
 var Speed : float;
 var CarSpeed: float;
 var StopSpeed = 0.0;
 var InCarPosition : Transform;
 var PlayerIn = false;
 var ExitPoint : Transform;
 var CanChange = true;
 var turnSpeed: float;
 
 function Update () {
     transform.Rotate(0, Input.GetAxis("Horizontal")*turnSpeed*Time.deltaTime, 0);
     Player = GameObject.FindWithTag("Player").transform;
     if(PlayerIn == true){
         gameObject.GetComponent("First Person Controller").enabled=false;
         Player.transform.position.y  = InCarPosition.transform.position.y;
         Player.transform.position.z  = InCarPosition.transform.position.z;
         Player.transform.position.x  = InCarPosition.transform.position.x;
     }else{
         
     }
 
     if(Input.GetKey(KeyCode.W)&& PlayerIn == true){
         rigidbody.velocity = transform.forward * Speed *Input.GetAxis("car");
         rigidbody.velocity.y = Input.GetAxis("root");
     }
 
     if(Vector3.Distance(Player.position,transform.position) < 5){
         if(Input.GetKey(KeyCode.E)&& PlayerIn == false){
             if(CanChange == true){
                 CanChange = false;
                 Change();
                 Player.transform.position.y  = InCarPosition.transform.position.y;
                 Player.transform.position.x  = InCarPosition.transform.position.x;
                 Player.transform.position.z  = InCarPosition.transform.position.z;
                 PlayerIn = true;
                 Speed = CarSpeed;
             }
         }else{
             if(Input.GetKey(KeyCode.E)&& PlayerIn == true){
                 if(CanChange == true){
                     CanChange = false;
                     Change();
                     PlayerIn = false;
                     Speed = StopSpeed;
                 }
             }
         }
     }
 }
 
 function Change(){
     yield WaitForSeconds(1);
     CanChange = true;
 }



my other try is some "cube" going front of car and we move that cube when we are in car and car follow that. But not working code:

 var Player : Transform;
 var Speed : float;
 var CarSpeed: float;
 var StopSpeed = 0.0;
 var InCarPosition : Transform;
 var PlayerIn = false;
 var ExitPoint : Transform;
 var CanChange = true;
 var turnSpeed: float;
 
 function Update () {
     transform.Rotate(0, Input.GetAxis("Horizontal")*turnSpeed*Time.deltaTime, 0);
     Player = GameObject.FindWithTag("Player").transform;
     if(PlayerIn == true){
         gameObject.GetComponent("First Person Controller").enabled=false;
         Player.transform.position.y  = InCarPosition.transform.position.y;
         Player.transform.position.z  = InCarPosition.transform.position.z;
         Player.transform.position.x  = InCarPosition.transform.position.x;
     }else{
         
     }
 
     if(Input.GetKey(KeyCode.W)&& PlayerIn == true){
         rigidbody.velocity = transform.forward * Speed *Input.GetAxis("car");
         rigidbody.velocity.y = Input.GetAxis("root");
     }
 
     if(Vector3.Distance(Player.position,transform.position) < 5){
         if(Input.GetKey(KeyCode.E)&& PlayerIn == false){
             if(CanChange == true){
                 CanChange = false;
                 Change();
                 Player.transform.position.y  = InCarPosition.transform.position.y;
                 Player.transform.position.x  = InCarPosition.transform.position.x;
                 Player.transform.position.z  = InCarPosition.transform.position.z;
                 PlayerIn = true;
                 Speed = CarSpeed;
             }
         }else{
             if(Input.GetKey(KeyCode.E)&& PlayerIn == true){
                 if(CanChange == true){
                     CanChange = false;
                     Change();
                     PlayerIn = false;
                     Speed = StopSpeed;
                 }
             }
         }
     }
 }
 
 function Change(){
     yield WaitForSeconds(1);
     CanChange = true;
 }
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Answer by TrollMaster · Mar 06, 2013 at 12:46 AM

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