How to make brake car ?

Hi !
Its me again :D. I have a problem with my car script. I want make when I press arrow down my car slow down but when i press Space my car ‘simulate handbraking’ but I dont know how to make this.

In this script my car slow down but veeeery slow. Someone want to help me?
Thank you for any help.

I using script from this video: WheelCollider in Unity 5: How to add basic dynamics to an arbitrary car model - YouTube

Script C#:

using UnityEngine;
using System.Collections;

public class RearWheelDriveXp : MonoBehaviour
{

    private WheelCollider[] wheels;

    public float maxAngle = 30;
    public float maxTorque = 300;

    public float topSpeed = 100; // km per hour
    public float currentSpeed = 0;
    private float pitch = 4f;

    public Transform visualCar;

    public GameObject CarEngine;

    // here we find all the WheelColliders down in the hierarchy
    public void Start()
    {
        wheels = GetComponentsInChildren<WheelCollider>();
        GetComponent<Rigidbody>().centerOfMass = visualCar.localPosition;
    }

    // this is a really simple approach to updating wheels
    // here we simulate a rear wheel drive car and assume that the car is perfectly symmetric at local zero
    // this helps us to figure our which wheels are front ones and which are rear
    public void Update()
    {


        float angle = maxAngle * Input.GetAxis("Horizontal");
        float torque = maxTorque * Input.GetAxis("Vertical");

        foreach (WheelCollider wheel in wheels)
        {
            // a simple car where front wheels steer while rear ones drive
            if (wheel.transform.localPosition.z > 0)
                wheel.steerAngle = angle;

            if (wheel.transform.localPosition.z < 0)
                wheel.motorTorque = torque;

            // update visual wheels if any
            {
                Quaternion q;
                Vector3 p;
                wheel.GetWorldPose(out p, out q);

                // assume that the only child of the wheelcollider is the wheel shape
                Transform shapeTransform = visualCar.FindChild(wheel.name);
                shapeTransform.position = p;
                shapeTransform.rotation = q;
            }

        }

        // CURRENT SPEED
        currentSpeed = GetComponent<Rigidbody>().velocity.magnitude;

        pitch = currentSpeed / topSpeed;
        CarEngine.GetComponent<AudioSource>().pitch = pitch + 0.5f;
    }

    public void FixedUpdate()
    {
        if (currentSpeed > topSpeed)
        {
            GetComponent<Rigidbody>().velocity = GetComponent<Rigidbody>().velocity.normalized * topSpeed;
        }
    }
}

Hi,you can do something like this for stopping the car:

var Brakes : float;

function Update(){
Brakes = 0;
         if (Input.GetKey(KeyCode.Space) == true){
             Brakes = 300;
         }
       for(var WC:WheelCollider in wheelcolliders){
         WC.brakeTorque = Brakes;
        }
}

@mika123 I use Convert unity javascript (unityscript) to C# to convert :smiley: but i have next problem. My car don’t want go.
Nothing happens. What I do wrong ?

I paste your script in Update() function.
Script look that:

    // here we find all the WheelColliders down in the hierarchy
    public void Start()
    {
        wheels = GetComponentsInChildren<WheelCollider>();
        GetComponent<Rigidbody>().centerOfMass = visualCar.localPosition;
    }

    // this is a really simple approach to updating wheels
    // here we simulate a rear wheel drive car and assume that the car is perfectly symmetric at local zero
    // this helps us to figure our which wheels are front ones and which are rear
    public void Update()
    {


        float angle = maxAngle * Input.GetAxis("Horizontal");
        float torque = maxTorque * Input.GetAxis("Vertical");

        foreach (WheelCollider WC in wheels)
        {
            WC.brakeTorque = 300; // anything of high value will do,low value will make car      //gradually slow down
        }

        foreach (WheelCollider wheel in wheels)
        {
            // a simple car where front wheels steer while rear ones drive
            if (wheel.transform.localPosition.z > 0)
                wheel.steerAngle = angle;

            if (wheel.transform.localPosition.z < 0)
                wheel.motorTorque = torque;

            // update visual wheels if any
            {
                Quaternion q;
                Vector3 p;
                wheel.GetWorldPose(out p, out q);

                // assume that the only child of the wheelcollider is the wheel shape
                Transform shapeTransform = visualCar.FindChild(wheel.name);
                shapeTransform.position = p;
                shapeTransform.rotation = q;
            }

        }