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Question by samo ondracek · Aug 13, 2014 at 04:45 PM · carcontrollers

Why my car fall over when I turn left or right??

I am only beginner. I have on it these scripts :

using UnityEngine; using System.Collections;

public enum JWheelDrive { Front = 0, Back = 1, All = 2 }

public class JCar : MonoBehaviour {

 // if connected the controls will block if object not  active
 // (for example steer only if car camera is active).
 public GameObject checkForActive;
 
 public Transform wheelFR; // connect to Front Right Wheel transform
 public Transform wheelFL; // connect to Front Left Wheel transform
 public Transform wheelBR; // connect to Back Right Wheel transform
 public Transform wheelBL; // connect to Back Left Wheel transform
 
 public float suspensionDistance = 0.2f; // amount of movement in suspension
 public float springs = 1000.0f; // suspension springs
 public float dampers = 2f; // how much damping the suspension has
 public float wheelRadius = 0.25f; // the radius of the wheels
 public float torque = 100f; // the base power of the engine (per wheel, and before gears)
 public float brakeTorque = 2000f; // the power of the braks (per wheel)
 public float wheelWeight = 3f; // the weight of a wheel
 public Vector3 shiftCentre = new Vector3(0.0f, -0.25f, 0.0f); // offset of centre of mass
 
 public float maxSteerAngle = 30.0f; // max angle of steering wheels
 public JWheelDrive wheelDrive = JWheelDrive.Front; // which wheels are powered
 
 public float shiftDownRPM = 1500.0f; // rpm script will shift gear down
 public float shiftUpRPM = 2500.0f; // rpm script will shift gear up
 public float idleRPM = 500.0f; // idle rpm
 
 public float fwdStiffness = 0.1f; // for wheels, determines slip
 public float swyStiffness = 0.1f; // for wheels, determines slip
 
 // gear ratios (index 0 is reverse)
 public float[] gears = { -10f, 9f, 6f, 4.5f, 3f, 2.5f };
 
 // automatic, if true car shifts automatically up/down
 public bool automatic = true;
 
 public float killEngineSoundTimeout = 3.0f; // time until engine sound is cut off (in s.)
 
 // table of efficiency at certain RPM, in tableStep RPM increases, 1.0f is 100% efficient
 // at the given RPM, current table has 100% at around 2000RPM
 float[] efficiencyTable = { 0.6f, 0.65f, 0.7f, 0.75f, 0.8f, 0.85f, 0.9f, 1.0f, 1.0f, 0.95f, 0.80f, 0.70f, 0.60f, 0.5f, 0.45f, 0.40f, 0.36f, 0.33f, 0.30f, 0.20f, 0.10f, 0.05f };
 
 // the scale of the indices in table, so with 250f, 750RPM translates to efficiencyTable[3].
 float efficiencyTableStep = 250.0f;
 
 int currentGear = 1; // duh.
 
 // shortcut to the component audiosource (engine sound).
 AudioSource audioSource;
 
 // every wheel has a wheeldata struct, contains useful wheel specific info
 class WheelData {
     public Transform transform;
     public GameObject go;
     public WheelCollider col;
     public Vector3 startPos;
     public float rotation = 0.0f;
     public float maxSteer;
     public bool motor;
 };
 
 WheelData[] wheels; // array with the wheel data
 
 // setup wheelcollider for given wheel data
 // wheel is the transform of the wheel
 // maxSteer is the angle in degrees the wheel can steer (0f for no steering)
 // motor if wheel is driven by engine or not
 WheelData SetWheelParams(Transform wheel, float maxSteer, bool motor) {
     if (wheel == null) {
         throw new System.Exception("wheel not connected to script!");
     }
     WheelData result = new WheelData(); // the container of wheel specific data
     
     // we create a new gameobject for the collider and move, transform it to match
     // the position of the wheel it represents. This allows us to do transforms
     // on the wheel itself without disturbing the collider.
     GameObject go = new GameObject("WheelCollider");
     go.transform.parent = transform; // the car, not the wheel is parent
     go.transform.position = wheel.position; // match wheel pos
     
     // create the actual wheel collider in the collider game object
     WheelCollider col = (WheelCollider) go.AddComponent(typeof(WheelCollider));
     col.motorTorque = 0.0f;
     
     // store some useful references in the wheeldata object
     result.transform = wheel; // access to wheel transform 
     result.go = go; // store the collider game object
     result.col = col; // store the collider self
     result.startPos = go.transform.localPosition; // store the current local pos of wheel
     result.maxSteer = maxSteer; // store the max steering angle allowed for wheel
     result.motor = motor; // store if wheel is connected to engine
     
     return result; // return the WheelData
 }
 
 // Use this for initialization
 void Start () {
     // 4 wheels, if needed different size just modify and modify
     // the wheels[...] block below.
     wheels = new WheelData[4];
     
     // setup wheels
     bool frontDrive = (wheelDrive == JWheelDrive.Front) || (wheelDrive == JWheelDrive.All);
     bool backDrive = (wheelDrive == JWheelDrive.Back) || (wheelDrive == JWheelDrive.All);
     
     // we use 4 wheels, but you can change that easily if neccesary.
     // this is the only place that refers directly to wheelFL, ...
     // so when adding wheels, you need to add the public transforms,
     // adjust the array size, and add the wheels initialisation here.
     wheels[0] = SetWheelParams(wheelFR, maxSteerAngle, frontDrive);
     wheels[1] = SetWheelParams(wheelFL, maxSteerAngle, frontDrive);
     wheels[2] = SetWheelParams(wheelBR, 0.0f, backDrive);
     wheels[3] = SetWheelParams(wheelBL, 0.0f, backDrive);
     
     // found out the hard way: some parameters must be set AFTER all wheel colliders
     // are created, like wheel mass, otherwise your car will act funny and will
     // flip over all the time.
     foreach (WheelData w in wheels) {
         WheelCollider col = w.col;
         col.suspensionDistance = suspensionDistance;
         JointSpring js = col.suspensionSpring;
         js.spring = springs;
         js.damper = dampers;            
         col.suspensionSpring = js;
         col.radius = wheelRadius;
         col.mass = wheelWeight;
         
         // see docs, haven't really managed to get this work
         // like i would but just try out a fiddle with it.
         WheelFrictionCurve fc = col.forwardFriction;
         fc.asymptoteValue = 5000.0f;
         fc.extremumSlip = 2.0f;
         fc.asymptoteSlip = 20.0f;
         fc.stiffness = fwdStiffness;
         col.forwardFriction = fc;
         fc = col.sidewaysFriction;
         fc.asymptoteValue = 7500.0f;
         fc.asymptoteSlip = 2.0f;
         fc.stiffness = swyStiffness;
         col.sidewaysFriction = fc;
     }
     
     // we move the centre of mass (somewhere below the centre works best.)
     rigidbody.centerOfMass += shiftCentre;
     
     // shortcut to audioSource should be engine sound, if null then no engine sound.
     audioSource = (AudioSource) GetComponent(typeof(AudioSource));
     if (audioSource == null) {
         Debug.Log("No audio source, add one to the car with looping engine noise (but can be turned off");
     }
     
 }
 
 void Update() {
     if (Input.GetKeyDown("page up")) {
         ShiftUp();
     }
     if (Input.GetKeyDown("page down")) {
         ShiftDown();
     }
 }
 
 float shiftDelay = 0.0f;
 
 // handle shifting a gear up
 public void ShiftUp() {
     float now = Time.timeSinceLevelLoad;
     
     // check if we have waited long enough to shift
     if (now < shiftDelay) return;
     
     // check if we can shift up
     if (currentGear < gears.Length - 1) {
         currentGear ++;
         
         // we delay the next shift with 1s. (sorry, hardcoded)
         shiftDelay = now + 1.0f;
     }
 }
 
 // handle shifting a gear down
 public void ShiftDown() {
     float now = Time.timeSinceLevelLoad;
     
     // check if we have waited long enough to shift
     if (now < shiftDelay) return;
     
     // check if we can shift down (note gear 0 is reverse)
     if (currentGear > 0) {
         currentGear --;
         
         // we delay the next shift with 1/10s. (sorry, hardcoded)
         shiftDelay = now + 0.1f;
     }
 }
 
 float wantedRPM = 0.0f; // rpm the engine tries to reach
 float motorRPM = 0.0f;
 float killEngine = 0.0f;
 
 // handle the physics of the engine
 void FixedUpdate () {
     float delta = Time.fixedDeltaTime;
     
     float steer = 0; // steering -1.0 .. 1.0
     float accel = 0; // accelerating -1.0 .. 1.0
     bool brake = false; // braking (true is brake)
     
     if ((checkForActive == null) || checkForActive.active) {
         // we only look at input when the object we monitor is
         // active (or we aren't monitoring an object).
         steer = Input.GetAxis("Horizontal");
         accel = Input.GetAxis("Vertical");
         brake = Input.GetButton("Jump");
     }
     
     // handle automatic shifting
     if (automatic && (currentGear == 1) && (accel < 0.0f)) {
         ShiftDown(); // reverse
     }
     else if (automatic && (currentGear == 0) && (accel > 0.0f)) {
         ShiftUp(); // go from reverse to first gear
     }
     else if (automatic && (motorRPM > shiftUpRPM) && (accel > 0.0f)) {
         ShiftUp(); // shift up
     }
     else if (automatic && (motorRPM < shiftDownRPM) && (currentGear > 1)) {
         ShiftDown(); // shift down
     }
     if (automatic && (currentGear == 0)) {
         accel = - accel; // in automatic mode we need to hold arrow down for reverse
     }
     if (accel < 0.0f) {
         // if we try to decelerate we brake.
         brake = true;
         accel = 0.0f;
         wantedRPM = 0.0f;
     }
     
     // the RPM we try to achieve.
     wantedRPM = (5500.0f * accel) * 0.1f + wantedRPM * 0.9f;
     
     float rpm = 0.0f;
     int motorizedWheels = 0;
     bool floorContact = false;
     
     // calc rpm from current wheel speed and do some updating
     foreach (WheelData w in wheels) {
         WheelHit hit;
         WheelCollider col = w.col;
         
         // only calculate rpm on wheels that are connected to engine
         if (w.motor) {
             rpm += col.rpm;
             motorizedWheels++;
         }
         
         // calculate the local rotation of the wheels from the delta time and rpm
         // then set the local rotation accordingly (also adjust for steering)
         w.rotation = Mathf.Repeat(w.rotation + delta * col.rpm * 360.0f / 60.0f, 360.0f);
         w.transform.localRotation = Quaternion.Euler(w.rotation, col.steerAngle, 0.0f);
         
         // let the wheels contact the ground, if no groundhit extend max suspension distance
         Vector3 lp = w.transform.localPosition;
         if (col.GetGroundHit(out hit)) {
             lp.y -= Vector3.Dot(w.transform.position - hit.point, transform.up) - col.radius;
             floorContact = floorContact || (w.motor);
         }
         else {
             lp.y = w.startPos.y - suspensionDistance;
         }
         w.transform.localPosition = lp;
     }
     // calculate the actual motor rpm from the wheels connected to the engine
     // note we haven't corrected for gear yet.
     if (motorizedWheels > 1) {
         rpm = rpm / motorizedWheels;
     }
     
     // we do some delay of the change (should take delta instead of just 95% of
     // previous rpm, and also adjust or gears.
     motorRPM = 0.95f * motorRPM + 0.05f * Mathf.Abs(rpm * gears[currentGear]);
     if (motorRPM > 5500.0f) motorRPM = 5500.0f;
     
     // calculate the 'efficiency' (low or high rpm have lower efficiency then the
     // ideal efficiency, say 2000RPM, see table
     int index = (int) (motorRPM / efficiencyTableStep);
     if (index >= efficiencyTable.Length) index = efficiencyTable.Length - 1;
     if (index < 0) index = 0;
     
     // calculate torque using gears and efficiency table
     float newTorque = torque * gears[currentGear] * efficiencyTable[index];
     
     // go set torque to the wheels
     foreach (WheelData w in wheels) {
         WheelCollider col = w.col;
         
         // of course, only the wheels connected to the engine can get engine torque
         if (w.motor) {
             // only set torque if wheel goes slower than the expected speed
             if (Mathf.Abs(col.rpm) > Mathf.Abs(wantedRPM)) {
                 // wheel goes too fast, set torque to 0
                 col.motorTorque = 0;
             }
             else {
                 // 
                 float curTorque = col.motorTorque;
                 col.motorTorque = curTorque * 0.9f + newTorque * 0.1f;
             }
         }
         // check if we have to brake
         col.brakeTorque = (brake)?brakeTorque:0.0f;
         
         // set steering angle
         col.steerAngle = steer * w.maxSteer;
     }
     
     // if we have an audiosource (motorsound) adjust pitch using rpm        
     if (audioSource != null) {
         // calculate pitch (keep it within reasonable bounds)
         float pitch = Mathf.Clamp(1.0f + ((motorRPM - idleRPM) / (shiftUpRPM - idleRPM) * 2.5f), 1.0f, 10.0f);
         audioSource.pitch = pitch;
         
         if (motorRPM > 100) {
             // turn on sound if it's not playing yet and RPM is > 100.
             if (!audioSource.isPlaying) {
                 audioSource.Play();
             }
             // how long we should wait with engine RPM <= 100 before killing engine sound
             killEngine = Time.time + killEngineSoundTimeout;
         }
         else if ((audioSource.isPlaying) && (Time.time > killEngine)) {
             // standing still, kill engine sound.
             audioSource.Stop();
         }
     }
 }
 
 public void OnGUI() {
     if (checkForActive.active) {
         // calculate actual speed in Km/H (SI metrics rule, so no inch, yard, foot,
         // stone, or other stupid length measure!)
         float speed = rigidbody.velocity.magnitude * 3.6f;
         
         // message to display
         string msg = "Speed " + speed.ToString("f0") + "Km/H, " + motorRPM.ToString("f0") + "RPM, gear " + currentGear; //  + " torque " + newTorque.ToString("f2") + ", efficiency " + table[index].ToString("f2");
         
         GUILayout.BeginArea(new Rect(Screen.width -250 - 32, 32, 250, 40), GUI.skin.window);
         GUILayout.Label(msg);
         GUILayout.EndArea();
     }
 }

} and

function Update () { if (Input.GetKey(KeyCode.W)) rigidbody.AddForce (transform.forward 200 Time.deltaTime); if (Input.GetKey(KeyCode.S)) rigidbody.AddForce (-(transform.forward) * 4*Time.deltaTime); if (Input.GetKey(KeyCode.D)) transform.Rotate(0,1.5,0); if (Input.GetKey(KeyCode.A)) transform.Rotate(0,-1.5,0);

}

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avatar image MrSteve1 · Aug 13, 2014 at 05:10 PM 0
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might sound like a daft question, but have you increased the $$anonymous$$ass of the rigidbody?

avatar image meat5000 ♦ · Aug 13, 2014 at 05:12 PM 0
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Without having to trawl your script there, got any downforce?

avatar image robertbu · Aug 13, 2014 at 05:29 PM 0
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Have you lowered the center of gravity?

avatar image smoggach · Aug 13, 2014 at 05:35 PM 0
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Have you considered starting with something more suited to a beginner?

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