jcar script

hi all,i 've found this script here,and i think for car is best script:

using UnityEngine;
using System.Collections;

public enum JWheelDrive {
    Front = 0,
    Back = 1,
    All = 2
}


public class motorc : MonoBehaviour { 

    
    public GameObject checkForActive;
    
    public Transform wheelFR; // connect to Front Right Wheel transform
    public Transform wheelFL; // connect to Front Left Wheel transform
    public Transform wheelBR; // connect to Back Right Wheel transform
    public Transform wheelBL; // connect to Back Left Wheel transform
        
    public float suspensionDistance = 0.2f; // amount of movement in suspension
    public float springs = 1000.0f; // suspension springs
    public float dampers = 2f; // how much damping the suspension has
    public float  wheelRadiusA = 0.55f; // the radius of the wheels
	public float wheelRadiusD = 0.85f; // the radius of the wheels
    public float torque = 100f; // the base power of the engine (per wheel, and before gears)
    public float brakeTorque = 2000f; // the power of the braks (per wheel)
    public float wheelWeight = 3f; // the weight of a wheel
    public Vector3 shiftCentre = new Vector3(0.0f, -0.25f, 0.0f); // offset of centre of mass
    
    public float maxSteerAngle = 30.0f; // max angle of steering wheels
    public JWheelDrive wheelDrive = JWheelDrive.Front; // which wheels are powered
    
    public float shiftDownRPM = 1500.0f; // rpm script will shift gear down
    public float shiftUpRPM = 2500.0f; // rpm script will shift gear up
    public float idleRPM = 500.0f; // idle rpm
    
    public float fwdStiffness = 0.1f; // for wheels, determines slip
    public float swyStiffness = 0.1f; // for wheels, determines slip
    
    // gear ratios (index 0 is reverse)
    public float[] gears = { -10f, 9f, 6f, 4.5f, 3f, 2.5f };
    
    // automatic, if true car shifts automatically up/down
    public bool automatic = true;
    
    public float killEngineSoundTimeout = 3.0f; // time until engine sound is cut off (in s.)
    
    // table of efficiency at certain RPM, in tableStep RPM increases, 1.0f is 100% efficient
    // at the given RPM, current table has 100% at around 2000RPM
    float[] efficiencyTable = { 0.6f, 0.65f, 0.7f, 0.75f, 0.8f, 0.85f, 0.9f, 1.0f, 1.0f, 0.95f, 0.80f, 0.70f, 0.60f, 0.5f, 0.45f, 0.40f, 0.36f, 0.33f, 0.30f, 0.20f, 0.10f, 0.05f };
    
    // the scale of the indices in table, so with 250f, 750RPM translates to efficiencyTable[3].
    float efficiencyTableStep = 250.0f;
    
    int currentGear = 1; // duh.
        
    // shortcut to the component audiosource (engine sound).
    AudioSource audioSource;

    // every wheel has a wheeldata struct, contains useful wheel specific info
    class WheelData {
        public Transform transform;
        public GameObject go;
        public WheelCollider col;
        public Vector3 startPos;
        public float rotation = 0.0f;
        public float maxSteer;
        public bool motor;
    };
    
    WheelData[] wheels; // array with the wheel data
    
    // setup wheelcollider for given wheel data
    // wheel is the transform of the wheel
    // maxSteer is the angle in degrees the wheel can steer (0f for no steering)
    // motor if wheel is driven by engine or not
    WheelData SetWheelParams(Transform wheel, float maxSteer, bool motor) {
        if (wheel == null) {
            throw new System.Exception("assegnare le ruote!!!");
        }
        WheelData result = new WheelData(); // the container of wheel specific data

        // we create a new gameobject for the collider and move, transform it to match
        // the position of the wheel it represents. This allows us to do transforms
        // on the wheel itself without disturbing the collider.
        GameObject go = new GameObject("WheelCollider");
        go.transform.parent = transform; // the car, not the wheel is parent
        go.transform.position = wheel.position; // match wheel pos
        
        // create the actual wheel collider in the collider game object
        WheelCollider col = (WheelCollider) go.AddComponent(typeof(WheelCollider));
        col.motorTorque = 0.0f;
        
        // store some useful references in the wheeldata object
        result.transform = wheel; // access to wheel transform 
        result.go = go; // store the collider game object
        result.col = col; // store the collider self
        result.startPos = go.transform.localPosition; // store the current local pos of wheel
        result.maxSteer = maxSteer; // store the max steering angle allowed for wheel
        result.motor = motor; // store if wheel is connected to engine
        
        return result; // return the WheelData
    }
    
    // Use this for initialization
    void Start () {
        // 4 wheels, if needed different size just modify and modify
        // the wheels[...] block below.
        wheels = new WheelData[4];
        
        // setup wheels
        bool frontDrive = (wheelDrive == JWheelDrive.Front) || (wheelDrive == JWheelDrive.All);
        bool backDrive = (wheelDrive == JWheelDrive.Back) || (wheelDrive == JWheelDrive.All);
        
        // we use 4 wheels, but you can change that easily if neccesary.
        // this is the only place that refers directly to wheelFL, ...
        // so when adding wheels, you need to add the public transforms,
        // adjust the array size, and add the wheels initialisation here.
        wheels[0] = SetWheelParams(wheelFR, maxSteerAngle, frontDrive);
        wheels[1] = SetWheelParams(wheelFL, maxSteerAngle, frontDrive);
        wheels[2] = SetWheelParams(wheelBR, 0.0f, backDrive);
        wheels[3] = SetWheelParams(wheelBL, 0.0f, backDrive);
        
        // found out the hard way: some parameters must be set AFTER all wheel colliders
        // are created, like wheel mass, otherwise your car will act funny and will
        // flip over all the time.
        foreach (WheelData w in wheels) {
            WheelCollider col = w.col;
            col.suspensionDistance = suspensionDistance;
            JointSpring js = col.suspensionSpring;
            js.spring = springs;
            js.damper = dampers;            
            col.suspensionSpring = js;
            col.radius =  wheelRadiusA;
            col.mass = wheelWeight;
                        
            // see docs, haven't really managed to get this work
            // like i would but just try out a fiddle with it.
            WheelFrictionCurve fc = col.forwardFriction;
            fc.asymptoteValue = 5000.0f;
            fc.extremumSlip = 2.0f;
            fc.asymptoteSlip = 20.0f;
            fc.stiffness = fwdStiffness;
            col.forwardFriction = fc;
            fc = col.sidewaysFriction;
            fc.asymptoteValue = 7500.0f;
            fc.asymptoteSlip = 2.0f;
            fc.stiffness = swyStiffness;
            col.sidewaysFriction = fc;
        }
        
        // we move the centre of mass (somewhere below the centre works best.)
        rigidbody.centerOfMass += shiftCentre;
        
        // shortcut to audioSource should be engine sound, if null then no engine sound.
        audioSource = (AudioSource) GetComponent(typeof(AudioSource));
        if (audioSource == null) {
            Debug.Log("No audio source, add one to the car with looping engine noise (but can be turned off");
        }
        
    }
    
    void Update() {
        if (Input.GetKeyDown("page up")) {
            ShiftUp();
        }
        if (Input.GetKeyDown("page down")) {
            ShiftDown();
        }
    }
    
    float shiftDelay = 0.0f;
    
    // handle shifting a gear up
    public void ShiftUp() {
        float now = Time.timeSinceLevelLoad;
        
        // check if we have waited long enough to shift
        if (now < shiftDelay) return;
        
        // check if we can shift up
        if (currentGear < gears.Length - 1) {
            currentGear ++;
            
            // we delay the next shift with 1s. (sorry, hardcoded)
            shiftDelay = now + 1.0f;
        }
    }
    
    // handle shifting a gear down
    public void ShiftDown() {
        float now = Time.timeSinceLevelLoad;

        // check if we have waited long enough to shift
        if (now < shiftDelay) return;
        
        // check if we can shift down (note gear 0 is reverse)
        if (currentGear > 0) {
            currentGear --;

            // we delay the next shift with 1/10s. (sorry, hardcoded)
            shiftDelay = now + 0.1f;
        }
    }
    
    float wantedRPM = 0.0f; // rpm the engine tries to reach
    float motorRPM = 0.0f;
    float killEngine = 0.0f;

    // handle the physics of the engine
    void FixedUpdate () {
        float delta = Time.fixedDeltaTime;
        
        float steer = 0; // steering -1.0 .. 1.0
        float accel = 0; // accelerating -1.0 .. 1.0
        bool brake = false; // braking (true is brake)
        
        if ((checkForActive == null) || checkForActive.active) {
            // we only look at input when the object we monitor is
            // active (or we aren't monitoring an object).
            steer = Input.GetAxis("Horizontal");
            accel = Input.GetAxis("Vertical");
            brake = Input.GetButton("Jump");
        }
        
        // handle automatic shifting
        if (automatic  (currentGear == 1)  (accel < 0.0f)) {
            ShiftDown(); // reverse
        }
        else if (automatic  (currentGear == 0)  (accel > 0.0f)) {
            ShiftUp(); // go from reverse to first gear
        }
        else if (automatic  (motorRPM > shiftUpRPM)  (accel > 0.0f)) {
            ShiftUp(); // shift up
        }
        else if (automatic  (motorRPM < shiftDownRPM)  (currentGear > 1)) {
            ShiftDown(); // shift down
        }
        if (automatic  (currentGear == 0)) {
            accel = - accel; // in automatic mode we need to hold arrow down for reverse
        }
        if (accel < 0.0f) {
            // if we try to decelerate we brake.
            brake = true;
            accel = 0.0f;
            wantedRPM = 0.0f;
        }

        // the RPM we try to achieve.
        wantedRPM = (5500.0f * accel) * 0.1f + wantedRPM * 0.9f;
        
        float rpm = 0.0f;
        int motorizedWheels = 0;
        bool floorContact = false;
        
        // calc rpm from current wheel speed and do some updating
        foreach (WheelData w in wheels) {
            WheelHit hit;
            WheelCollider col = w.col;
            
            // only calculate rpm on wheels that are connected to engine
            if (w.motor) {
                rpm += col.rpm;
                motorizedWheels++;
            }
            
            // calculate the local rotation of the wheels from the delta time and rpm
            // then set the local rotation accordingly (also adjust for steering)
            w.rotation = Mathf.Repeat(w.rotation + delta * col.rpm * 360.0f / 60.0f, 360.0f);
            w.transform.localRotation = Quaternion.Euler(w.rotation, col.steerAngle, 0.0f);
            
            // let the wheels contact the ground, if no groundhit extend max suspension distance
            Vector3 lp = w.transform.localPosition;
            if (col.GetGroundHit(out hit)) {
                lp.y -= Vector3.Dot(w.transform.position - hit.point, transform.up) - col.radius;
                floorContact = floorContact || (w.motor);
            }
            else {
                lp.y = w.startPos.y - suspensionDistance;
            }
            w.transform.localPosition = lp;
        }
        // calculate the actual motor rpm from the wheels connected to the engine
        // note we haven't corrected for gear yet.
        if (motorizedWheels > 1) {
            rpm = rpm / motorizedWheels;
        }
        
        // we do some delay of the change (should take delta instead of just 95% of
        // previous rpm, and also adjust or gears.
        motorRPM = 0.95f * motorRPM + 0.05f * Mathf.Abs(rpm * gears[currentGear]);
        if (motorRPM > 5500.0f) motorRPM = 5500.0f;
        
        // calculate the 'efficiency' (low or high rpm have lower efficiency then the
        // ideal efficiency, say 2000RPM, see table
        int index = (int) (motorRPM / efficiencyTableStep);
        if (index >= efficiencyTable.Length) index = efficiencyTable.Length - 1;
        if (index < 0) index = 0;

        // calculate torque using gears and efficiency table
        float newTorque = torque * gears[currentGear] * efficiencyTable[index];

        // go set torque to the wheels
        foreach (WheelData w in wheels) {
            WheelCollider col = w.col;
            
            // of course, only the wheels connected to the engine can get engine torque
            if (w.motor) {
                // only set torque if wheel goes slower than the expected speed
                if (Mathf.Abs(col.rpm) > Mathf.Abs(wantedRPM)) {
                    // wheel goes too fast, set torque to 0
                    col.motorTorque = 0;
                }
                else {
                    // 
                    float curTorque = col.motorTorque;
                    col.motorTorque = curTorque * 0.9f + newTorque * 0.1f;
                }
            }
            // check if we have to brake
            col.brakeTorque = (brake)?brakeTorque:0.0f;
            
            // set steering angle
            col.steerAngle = steer * w.maxSteer;
        }
        
        // if we have an audiosource (motorsound) adjust pitch using rpm        
        if (audioSource != null) {
            // calculate pitch (keep it within reasonable bounds)
            float pitch = Mathf.Clamp(1.0f + ((motorRPM - idleRPM) / (shiftUpRPM - idleRPM) * 2.5f), 1.0f, 10.0f);
            audioSource.pitch = pitch;
            
            if (motorRPM > 100) {
                // turn on sound if it's not playing yet and RPM is > 100.
                if (!audioSource.isPlaying) {
                    audioSource.Play();
                }
                // how long we should wait with engine RPM <= 100 before killing engine sound
                killEngine = Time.time + killEngineSoundTimeout;
            }
            else if ((audioSource.isPlaying)  (Time.time > killEngine)) {
                // standing still, kill engine sound.
                audioSource.Stop();
            }
        }
    }
    
    public void OnGUI() {
        if (checkForActive.active) {
            // calculate actual speed in Km/H (SI metrics rule, so no inch, yard, foot,
            // stone, or other stupid length measure!)
            float speed = rigidbody.velocity.magnitude * 3.6f;
        
            // message to display
            string msg = "Speed " + speed.ToString("f0") + "Km/H, " + motorRPM.ToString("f0") + "RPM, gear " + currentGear; //  + " torque " + newTorque.ToString("f2") + ", efficiency " + table[index].ToString("f2");

            GUILayout.BeginArea(new Rect(Screen.width -250 - 32, 32, 250, 40), GUI.skin.window);
            GUILayout.Label(msg);
            GUILayout.EndArea();
        }
    }
}

i’m triyng to modify this,for add 2 different radious collider for whells:

public float  wheelRadiusA = 0.55f; // the radius of the wheels
	public float wheelRadiusD = 0.85f; // the radius of the wheels

i’va added this variable but i don’t say where i’ve to modify do implement this.
i’ve tryied to adding class WheelDataD, but is complicated for me.
Alternate if is possible,can script read attacher wheelCollider on wheels and use it(don’t apply collider from script,but only read exitent colliders)?
I try to it because i’ve a car whit rear wheels different radius.

Welcome to the forum!

I think the easiest way to do this is to add a parameter to the SetWheelParams function in order to pass in the radius:-

 WheelData SetWheelParams(Transform wheel, float maxSteer, bool motor, float radius)...

Then, in the same function, on the line after the motorTorque value is set, change the wheel radius of the WheelCollider:-

        ...
        col.radius = radius;
        return result; // return the WheelData 
    }

Finally, in the place where you call SetWheelParams, pass in the extra parameter for the radius:-

wheels[0] = SetWheelParams(wheelFR, maxSteerAngle, frontDrive, wheelRadiusA); 
wheels[1] = SetWheelParams(wheelFL, maxSteerAngle, frontDrive, wheelRadiusA); 
wheels[2] = SetWheelParams(wheelBR, 0.0f, backDrive, wheelRadiusD); 
wheels[3] = SetWheelParams(wheelBL, 0.0f, backDrive, wheelRadiusD);

thanks,it’s works perfect :slight_smile: