Has anyone ever made a vehicle control scheme similar to Halo?

I’ve been trying to wrap my head around it for a bit. If you haven’t played it, basically the control stick (or mouse on PC) orbited the camera around the warthog, and “up” on the other control stick (or ‘w’ on PC) accelerated the warthog forward. The warthog would always steer itself to try and have it’s forward match the camera’s forward, so you basically just point the camera where you wanted to go and it would rotate (only while accelerating, obviously; cars can’t turn when they’re not moving) until it’s forward and the camera’s forward matched.

Not on Unity but a couple years, back me and a friend tried doing that, didn’t really get far, but yeah I tried I would love to create a similar control scheme to Halo for a vehicle. Though I would prefer it more for like xbox since I like vehicle controls on PC to be like how I had them set for NFS most wanted when I played it. Though for a flying vehicle I might like that on pc since it would be better to aim. I can’t remember what programming language we used but we kind of started it a little, if we used C# or JS then I’ll send you the code, my friend did like doing stuff in Java so if I can help I’ll let you know. Though my post right here is probably useless. I would like to figure out a script for that incase I ever need it.

The basics:

var CamPos = transform.InverseTransformPoint(Camera.main.transform.position); // gather the local position of the camera
CamPos.y = 0; // force the Y to zero
CamPos.Normalize(); // normalize it.
if(Vector3.Dot(Vector3.forward, CamPos)<0)CamPos = - CamPos; // put the camera in front of the vehicle where it is facing.
var angle = Vector3.Dot(Vector3.right, CamPos) * 90.0; // Gather the angle from the difference between left and right (-90 to 90)

Its up to you on how to adjust the steering angle to your mouse, since 90 degrees on a tire is usually pretty bad.