Stop Wheel Colliders from flipping over

Hello, I have been making a car script and I am using the wheel colliders to do so. I have also got a rigid body attached to the car but, the problem is that when I steer the car left and right the car will just tip over and I can’t stop it. Ive looked around for any help but I can’t find something which works for my script. Any help would be nice!

Here’s my script which I have for my car:

var handBrake : boolean = false;
var canDrive : boolean = false;

var player : Transform;
var car : Transform;
var seat : Transform;
var getOutPosition : Transform;

var wheelColFR : WheelCollider;
var wheelColFL : WheelCollider;
var wheelColRR : WheelCollider;
var wheelColRL : WheelCollider;

var fourWheelDrive : boolean = false;
var twoWheelDrive : boolean = true;

var moveSpeed : float = 20.0;
var turnSpeed : float = 15.0;

function Update(){
 

if(!canDrive){
/************************* ENABLE PLAYER MOVEMENT ***********************/
script = player.GetComponent(PlayerController); 
script.enabled = true;
script2 = player.GetComponent(CharacterController); 
script2.enabled = true;
script3 = player.GetComponent(CharacterMotor); 
script3.enabled = true;

player.parent = null;

}
	
	

if(canDrive){

script = player.GetComponent(PlayerController); 
script.enabled = false;
script2 = player.GetComponent(CharacterController); 
script2.enabled = false;
script3 = player.GetComponent(CharacterMotor); 
script3.enabled = false;

player.transform.position = seat.transform.position;
player.rotation = seat.rotation;
player.parent = seat.transform;

if(Input.GetKeyDown(KeyCode.RightShift)){
canDrive = false;
}

if(Input.GetKeyDown(KeyCode.Space)){
handBrake = !handBrake;
}	

if(handBrake){

}

if(!handBrake){
	CheckInput();
}		  

}else{
player.rotation = Quaternion.identity;
}			
}


function InCar(check : int){
if(check == 1){
canDrive = true;
}
}


function CheckInput(){

	var h : float = Input.GetAxis("Horizontal") * turnSpeed;
	var v : float = Input.GetAxis("Vertical") * moveSpeed;
	
	wheelColFR.steerAngle = h;
	wheelColFL.steerAngle = h;
	wheelColRR.steerAngle = h/2;
	wheelColRL.steerAngle = h/2;
	
	wheelColRR.motorTorque = v;
	wheelColRL.motorTorque = v;
	wheelColFR.motorTorque = v;
	wheelColFL.motorTorque = v;
	
}

Lower the rigidbody center of mass. Consider an anti-roll solution : http://projects.edy.es/trac/edy_vehicle-physics/wiki/TheStabilizerBars