Realistic Car Driving: Script [patched]
// Engine RPM based on wheel speed (average of driven wheels) float wheelRPM = 0; int drivenWheels = 0; for (int i = 2; i < wheelColliders.Length; i++) // Assuming RL, RR driven
In this guide, we’ll break down the essential components of a pro-level driving script and how to implement them. 1. The Foundation: Raycast vs. Wheel Colliders realistic car driving script