I am making a car game. When I play the game, it freezes on start and tells me that an array index is out of range.
The error happens on this line of code in my script:
EngineRPM = Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[CurrentGear] * DifferentialRatio;
EDIT: Here is the full script:
// These variables are for the gears, the array is the list of ratios. The script
// uses the defined gear ratios to determine how much torque to apply to the wheels.
var GearRatio : float[];
var DifferentialRatio : float = 3.21;
var CurrentGear : int = 0;
var FrontLeftWheel : WheelCollider;
var FrontRightWheel : WheelCollider;
var BackLeftWheel : WheelCollider;
var BackRightWheel : WheelCollider;
// These variables are just for applying torque to the wheels and shifting gears.
// using the defined Max and Min Engine RPM, the script can determine what gear the
// car needs to be in.
var EngineTorque : float = 600.0;
var MaxEngineRPM : float = 7000.0;
var MinEngineRPM : float = 1000.0;
var EngineRPM : float = 0.0;
//var FrontWheelDrive : int = 1;
//var RearWheelDrive : int = 1;
// Center Of Mass
var COMX : float = 0;
var COMY : float = 0.2;
var COMZ : float = 0.5;
function Start () {
// I usually alter the center of mass to make the car more stable. I'ts less likely to flip this way.
rigidbody.centerOfMass.x = COMX;
rigidbody.centerOfMass.y = COMY;
rigidbody.centerOfMass.z = COMZ;
}
function Update () {
//update center of mass
rigidbody.centerOfMass.x = COMX;
rigidbody.centerOfMass.y = COMY;
rigidbody.centerOfMass.z = COMZ;
// This is to limith the maximum speed of the car, adjusting the drag probably isn't the best way of doing it,
// but it's easy, and it doesn't interfere with the physics processing.
rigidbody.drag = rigidbody.velocity.magnitude / 250;
// Compute the engine RPM based on the average RPM of the two wheels, then call the shift gear function
EngineRPM = Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[CurrentGear] * DifferentialRatio;
if ( EngineRPM>10000) {EngineRPM =10000;}
if ( EngineRPM<0) {EngineRPM =0;}
ShiftGears();
// set the audio pitch to the percentage of RPM to the maximum RPM plus one, this makes the sound play
// up to twice it's pitch, where it will suddenly drop when it switches gears.
audio.pitch = Mathf.Abs(EngineRPM / MaxEngineRPM) + 0.5 ;
// this line is just to ensure that the pitch does not reach a value higher than is desired.
if ( audio.pitch > 1.5 ) {
audio.pitch = 1.5;
}
// finally, apply the values to the wheels. The torque applied is divided by the current gear, and
// multiplied by the user input variable.
//if (FrontWheelDrive) {
// FrontLeftWheel.motorTorque = EngineTorque * GearRatio[CurrentGear]*DifferentialRatio * Input.GetAxis("Vertical") *1000;
// FrontRightWheel.motorTorque = EngineTorque * GearRatio[CurrentGear]*DifferentialRatio * Input.GetAxis("Vertical") *1000;
//}
//if (RearWheelDrive) {
BackLeftWheel.motorTorque = EngineTorque * GearRatio[CurrentGear] * DifferentialRatio * Input.GetAxis("Vertical") *100;
BackRightWheel.motorTorque = EngineTorque * GearRatio[CurrentGear] * DifferentialRatio * Input.GetAxis("Vertical") *100;
//}
// the steer angle is an arbitrary value multiplied by the user input.
FrontLeftWheel.steerAngle = 35 * Input.GetAxis("Horizontal");
FrontRightWheel.steerAngle = 35 * Input.GetAxis("Horizontal");
}
function ShiftGears() {
// this funciton shifts the gears of the vehcile, it loops through all the gears, checking which will make
// the engine RPM fall within the desired range. The gear is then set to this "appropriate" value.
if ( EngineRPM >= MaxEngineRPM ) {
var AppropriateGear : int = CurrentGear;
for ( var i = 0; i < GearRatio.length; i ++ ) {
if ( Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio_*DifferentialRatio < MaxEngineRPM ) {_

AppropriateGear = i;*

break;*

}*

}*

CurrentGear = AppropriateGear;*

}*

if ( EngineRPM <= MinEngineRPM ) {*

AppropriateGear = CurrentGear;*

for ( var j = GearRatio.length1; j >= 0; j  ) {*
_ if ( Mathf.Abs(BackLeftWheel.rpm + BackRightWheel.rpm)/2 * GearRatio[j]*DifferentialRatio > MinEngineRPM ) {_

AppropriateGear = j;*

break;*

}*

}*

CurrentGear = AppropriateGear;*

}*
}