vehicle not accelerating after braking

hi,
am learning the movement of vehicles using wheel colliders. i wrote a small script to move a car and when i apply brake to it the car stops and doesn’t accelerate anymore. need help on how to once again accelerate.

using UnityEngine;

using System.Collections;

public class new_car : MonoBehaviour {

public float maxTorque = 50.0f;
public float minTorque = 50.0f;
//public float maxSteer;

public WheelCollider[] wheelColliders = new WheelCollider[4];
public Transform[] wheels = new Transform[4];

public Transform centerOfMass;

private Rigidbody n_rigidBody;
//bool brakeApplied = false;

// Use this for initialization
void Start () 
{
	n_rigidBody = GetComponent<Rigidbody>();
	n_rigidBody.centerOfMass = centerOfMass.localPosition;
}

// Update is called once per frame
void Update () 
{
	UpdateMeshes ();
}

void FixedUpdate()
{
	float steer = Input.GetAxis ("Horizontal");
	float accelerate = Input.GetAxis ("Vertical");

	float maxSteer = steer * 30.0f;
	wheelColliders [0].steerAngle = maxSteer;
	wheelColliders [1].steerAngle = maxSteer;

	if (Input.GetKeyDown (KeyCode.UpArrow) || Input.GetKeyDown (KeyCode.DownArrow)) 
	{
		for(int i = 0; i < 4; i++)
		{
			wheelColliders_.motorTorque = accelerate * maxTorque;_
  •   	}*
    
  •   }*
    
  •   	if(Input.GetKeyDown(KeyCode.Space))*
    
  •   {*
    
  •   	for(int i = 0; i < 4; i++)*
    
  •   	{*
    

_ wheelColliders*.brakeTorque = minTorque;_
_
}_
_
}*_

* }*
* void UpdateMeshes()*
* {*
* for(int i = 0; i < 4; i++)*
* {*
* Quaternion quat;*
* Vector3 pos;*

_ wheelColliders*.GetWorldPose(out pos,out quat);*_

_ wheels*.position = pos;
wheels.rotation = quat;
}
}
}*_

thanks for the guys for trying to help me. i figured out the answer. below is the answer i was expecting. once again thanks for the unity community.

using UnityEngine;
using System.Collections;

    public class Car : MonoBehaviour
    {
        public float maxTorque = 50f;
    	public float brakeTorque = 50f;
    
        public Transform centerOfMass;
    
        public WheelCollider[] wheelColliders = new WheelCollider[4];
        public Transform[] tireMeshes = new Transform[4];
    
        private Rigidbody m_rigidBody;
    
        void Start()
        {
            m_rigidBody = GetComponent<Rigidbody>();
            m_rigidBody.centerOfMass = centerOfMass.localPosition;
        }
    
        void Update()
        {
            UpdateMeshesPositions();
        }
    
        void FixedUpdate()
        {
            float steer = Input.GetAxis("Horizontal");
            float accelerate = Input.GetAxis("Vertical");
    
            float finalAngle = steer * 3.0f;
            wheelColliders[0].steerAngle = finalAngle;
            wheelColliders[1].steerAngle = finalAngle;
    
    		for (int i = 1; i < 4; i++) 
    		{
    			wheelColliders_.motorTorque = accelerate * maxTorque;_

_ //wheelColliders[3].motorTorque = accelerate * maxTorque;_

  •  }	* 
    
  •  if (Input.GetKeyDown (KeyCode.Space))* 
    
  •  {*
    
  •  	for(int i = 0; i < 4; i++)*
    
  •  	{*
    

_ wheelColliders*.brakeTorque = brakeTorque;_
_
}_
_
}*_

* if (Input.GetKeyUp (KeyCode.Space))*
* { *
* for(int i = 0; i < 4; i++)*
* {*
_ wheelColliders*.brakeTorque = 0.0f;
}
}
}*_

void UpdateMeshesPositions()
{
for(int i = 0; i < 4; i++)
{
Quaternion quat;
Vector3 pos;
wheelColliders*.GetWorldPose(out pos, out quat);*

tireMeshes*.position = pos;*
tireMeshes*.rotation = quat;*
}
}
}

I don’t know, but

    if (Input.GetKeyDown (KeyCode.Space)) {
         for (int i = 0; i < 4; i++)
         {
             wheelColliders *.brakeTorque = maxTorque - 40.0f;*

}
else
for(int i = 0; i < 4; i++)
{
wheelColliders .brakeTorque = 0;
wheelColliders .motorTorque = accelerate * maxTorque;
}
}
?