Hello guys I was trying to make a script for my car in my game but every time my car rotates it goes sideways like if the z axis didn’t rotate with the object
the script goes like this:
using UnityEngine;
using System.Collections;
public class CarControl : MonoBehaviour {
public bool Driveble = false;
public bool isTouching = true;
public float MaxAcelerationForwards = 0.0f;
public float MaxAcelerationBackwards = 0.0f;
private float currentacelerationF = 0.0f;
private float currentacelerationB = 0.0f;
private float Px;
private float Py;
private float Pz;
private bool AceleratingForwards = false;
private bool AceleratingBackwards = false;
void Update () {
if(Driveble){
if(Input.GetKey(KeyCode.W))
{
Px = transform.position.x;
Py = transform.position.y;
Pz = transform.position.z;
if(isTouching){
if(currentacelerationF < MaxAcelerationForwards){
currentacelerationF ++;
transform.position = new Vector3(Px, Py, Pz += currentacelerationF * Time.deltaTime);
}
else{}
}
else{}
}
else{
if(Input.GetKey(KeyCode.S))
{
Px = transform.position.x;
Py = transform.position.y;
Pz = transform.position.z;
if(isTouching){
if(currentacelerationB < MaxAcelerationBackwards){
currentacelerationB++;
transform.position = new Vector3(Px,Py,Pz -= currentacelerationB * Time.deltaTime);
bool AceleratingForwards = true;
}
else{}
}
else{}
}
else{
if(Input.GetKey(KeyCode.A))
{
}
else{
if(Input.GetKey(KeyCode.D))
{
}
else{
if(AceleratingForwards == false){
if(currentacelerationF < MaxAcelerationForwards){
if(currentacelerationF > 0.0f){
Px = transform.position.x;
Py = transform.position.y;
Pz = transform.position.z;
currentacelerationF--;
transform.position = new Vector3(Px,Py,Pz += currentacelerationF * Time.deltaTime);}
}
else{
if(currentacelerationF == MaxAcelerationForwards){
if(currentacelerationF > 0.0f){
Px = transform.position.x;
Py = transform.position.y;
Pz = transform.position.z;
currentacelerationF--;
transform.position = new Vector3(Px,Py,Pz += currentacelerationF * Time.deltaTime);}
}
}
}
else{
if(AceleratingForwards == false){
if(currentacelerationB < MaxAcelerationBackwards){
}
else{
if(currentacelerationB == MaxAcelerationBackwards){
}
}}
}
}
}
}
}
}
}
}
if you guys could help me I would be grateful.
By the way I haven’t finished yet so there’s stuff missing.