float downforce = rb.velocity.magnitude * 5f; rb.AddForce(-transform.up * downforce);
// Steering angle based on speed float speed = rb.velocity.magnitude * 3.6f; // km/h float steeringAngle = maxSteeringAngle * steeringCurve.Evaluate(speed); steerInput = steeringAngle * steering;
rb = GetComponent<Rigidbody>(); rb.centerOfMass = new Vector3(0, -0.4f, 0.2f); // lower and slightly rear realistic car driving script
[Header("Suspension & Stability")] public float antiRollBarForce = 5000f;
[Header("Steering")] public float maxSteeringAngle = 35f; // degrees public AnimationCurve steeringCurve; // steering angle vs speed float downforce = rb
// Anti-roll bars to reduce body roll ApplyAntiRoll();
void FixedUpdate()
// Apply motor torque to rear wheels (RWD setup) rearLeftWheel.motorTorque = motorTorque; rearRightWheel.motorTorque = motorTorque;