Realistic Car Driving Script __exclusive__ May 2026

[Header("Engine & Drivetrain")] public float maxEngineTorque = 300f; // Nm public float maxBrakeTorque = 500f; public AnimationCurve torqueCurve; // Torque vs RPM public float[] gearRatios = 3.5f, 2.0f, 1.4f, 1.0f, 0.8f ; public float finalDriveRatio = 3.2f; public float engineIdleRPM = 800f; public float engineMaxRPM = 6500f; private float currentRPM; private int currentGear = 0;

float antiRollForceValue = (travelL - travelR) * antiRollBarForce; if (groundedL) rb.AddForceAtPosition(frontLeftWheel.transform.up * -antiRollForceValue, frontLeftWheel.transform.position); if (groundedR) rb.AddForceAtPosition(frontRightWheel.transform.up * antiRollForceValue, frontRightWheel.transform.position); realistic car driving script

void FixedUpdate()

WheelHit hit; float travelL = 1f; float travelR = 1f; public AnimationCurve torqueCurve

// Motor torque based on throttle and torque curve float torquePercent = torqueCurve.Evaluate(currentRPM / engineMaxRPM); motorTorque = throttle * maxEngineTorque * torquePercent; public float finalDriveRatio = 3.2f