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Realistic Car Driving Script Link

void Update()

// Engine RPM simulation float avgWheelRPM = (frontLeftWheel.rpm + frontRightWheel.rpm + rearLeftWheel.rpm + rearRightWheel.rpm) / 4f; currentRPM = avgWheelRPM * gearRatios[currentGear] * finalDriveRatio; currentRPM = Mathf.Clamp(currentRPM, engineIdleRPM, engineMaxRPM); realistic car driving script

// Update visual wheel positions UpdateWheelTransform(frontLeftWheel, frontLeftTransform); UpdateWheelTransform(frontRightWheel, frontRightTransform); UpdateWheelTransform(rearLeftWheel, rearLeftTransform); UpdateWheelTransform(rearRightWheel, rearRightTransform); void Update() // Engine RPM simulation float avgWheelRPM

void ApplyAntiRoll()

bool groundedL = frontLeftWheel.GetGroundHit(out hit); if (groundedL) travelL = (-frontLeftWheel.transform.InverseTransformPoint(hit.point).y - frontLeftWheel.radius) / frontLeftWheel.suspensionDistance; bool groundedR = frontRightWheel.GetGroundHit(out hit); if (groundedR) travelR = (-frontRightWheel.transform.InverseTransformPoint(hit.point).y - frontRightWheel.radius) / frontRightWheel.suspensionDistance; currentRPM = Mathf.Clamp(currentRPM

void Start()

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