vehicle not accelerating after braking

I’ve been looking around for others who have resolved this issue but while some posted issues are similar I haven’t found much thats helpful.

I’m using the car controller that came with the standard assets vehicle package, and the car prefab that came with it. I was hoping to use it as a template for my own car controller, and as placeholder until i get that figured out. The problem is that if I use the breaks, the car wont accelerate anymore. If i reverse, then the car can start accelerating forward again just fine.

I haven’t made any modifications to the code, it just seems busted in that very particular way for me. Anyone know whats going on with that?

using System;
using UnityEngine;

namespace UnityStandardAssets.Vehicles.Car
{
    internal enum CarDriveType
    {
        FrontWheelDrive,
        RearWheelDrive,
        FourWheelDrive
    }

    internal enum SpeedType
    {
        MPH,
        KPH
    }

    public class CarController : MonoBehaviour
    {
        [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive;
        [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4];
        [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4];
        [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4];
        [SerializeField] private Vector3 m_CentreOfMassOffset;
        [SerializeField] private float m_MaximumSteerAngle;
        [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing
        [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference
        [SerializeField] private float m_FullTorqueOverAllWheels;
        [SerializeField] private float m_ReverseTorque;
        [SerializeField] private float m_MaxHandbrakeTorque;
        [SerializeField] private float m_Downforce = 100f;
        [SerializeField] private SpeedType m_SpeedType;
        [SerializeField] private float m_Topspeed = 200;
        [SerializeField] private static int NoOfGears = 5;
        [SerializeField] private float m_RevRangeBoundary = 1f;
        [SerializeField] private float m_SlipLimit;
        [SerializeField] private float m_BrakeTorque;

        private Quaternion[] m_WheelMeshLocalRotations;
        private Vector3 m_Prevpos, m_Pos;
        private float m_SteerAngle;
        private int m_GearNum;
        private float m_GearFactor;
        private float m_OldRotation;
        private float m_CurrentTorque;
        private Rigidbody m_Rigidbody;
        private const float k_ReversingThreshold = 0.01f;

        public bool Skidding { get; private set; }
        public float BrakeInput { get; private set; }
        public float CurrentSteerAngle{ get { return m_SteerAngle; }}
        public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }}
        public float MaxSpeed{get { return m_Topspeed; } set { m_Topspeed = value; } }
        public float Revs { get; private set; }
        public float AccelInput { get; private set; }

        // Use this for initialization
        private void Start()
        {
            m_WheelMeshLocalRotations = new Quaternion[4];
            for (int i = 0; i < 4; i++)
            {
                m_WheelMeshLocalRotations <em>= m_WheelMeshes*.transform.localRotation;*</em>

}
m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset;

m_MaxHandbrakeTorque = float.MaxValue;

m_Rigidbody = GetComponent();
m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControlm_FullTorqueOverAllWheels);
_
}*_

private void GearChanging()
{
float f = Mathf.Abs(CurrentSpeed/MaxSpeed);
float upgearlimit = (1/(float) NoOfGears)*(m_GearNum + 1);
float downgearlimit = (1/(float) NoOfGears)*m_GearNum;

if (m_GearNum > 0 && f < downgearlimit)
{
m_GearNum–;
}

if (f > upgearlimit && (m_GearNum < (NoOfGears - 1)))
{
m_GearNum++;
}
}

// simple function to add a curved bias towards 1 for a value in the 0-1 range
private static float CurveFactor(float factor)
{
return 1 - (1 - factor)*(1 - factor);
}

// unclamped version of Lerp, to allow value to exceed the from-to range
private static float ULerp(float from, float to, float value)
{
return (1.0f - value)from + valueto;
}

private void CalculateGearFactor()
{
float f = (1/(float) NoOfGears);
// gear factor is a normalised representation of the current speed within the current gear’s range of speeds.
// We smooth towards the ‘target’ gear factor, so that revs don’t instantly snap up or down when changing gear.
var targetGearFactor = Mathf.InverseLerp(fm_GearNum, f(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed));
m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime5f);
_
}*_

private void CalculateRevs()
{
// calculate engine revs (for display / sound)
// (this is done in retrospect - revs are not used in force/power calculations)
CalculateGearFactor();
var gearNumFactor = m_GearNum/(float) NoOfGears;
var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor));
var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor);
Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor);
}

public void Move(float steering, float accel, float footbrake, float handbrake)
{
for (int i = 0; i < 4; i++)
{
Quaternion quat;
Vector3 position;
m_WheelColliders*.GetWorldPose(out position, out quat);
m_WheelMeshes.transform.position = position;
m_WheelMeshes.transform.rotation = quat;
_}*_

//clamp input values
steering = Mathf.Clamp(steering, -1, 1);
AccelInput = accel = Mathf.Clamp(accel, 0, 1);
BrakeInput = footbrake = -1*Mathf.Clamp(footbrake, -1, 0);
handbrake = Mathf.Clamp(handbrake, 0, 1);

//Set the steer on the front wheels.
//Assuming that wheels 0 and 1 are the front wheels.
m_SteerAngle = steering*m_MaximumSteerAngle;
m_WheelColliders[0].steerAngle = m_SteerAngle;
m_WheelColliders[1].steerAngle = m_SteerAngle;

SteerHelper();
ApplyDrive(accel, footbrake);
CapSpeed();

//Set the handbrake.
//Assuming that wheels 2 and 3 are the rear wheels.
if (handbrake > 0f)
{
var hbTorque = handbrakem_MaxHandbrakeTorque;
m_WheelColliders[2].brakeTorque = hbTorque;
m_WheelColliders[3].brakeTorque = hbTorque;
_}*_

CalculateRevs();
GearChanging();

AddDownForce();
CheckForWheelSpin();
TractionControl();
}

private void CapSpeed()
{
float speed = m_Rigidbody.velocity.magnitude;
switch (m_SpeedType)
{
case SpeedType.MPH:

speed *= 2.23693629f;
if (speed > m_Topspeed)
m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized;
break;

case SpeedType.KPH:
speed *= 3.6f;
if (speed > m_Topspeed)
m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized;
break;
}
}

private void ApplyDrive(float accel, float footbrake)
{

float thrustTorque;
switch (m_CarDriveType)
{
case CarDriveType.FourWheelDrive:
thrustTorque = accel * (m_CurrentTorque / 4f);
for (int i = 0; i < 4; i++)
{
m_WheelColliders*.motorTorque = thrustTorque;
_}*
break;_

case CarDriveType.FrontWheelDrive:
thrustTorque = accel * (m_CurrentTorque / 2f);
m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque;
break;

case CarDriveType.RearWheelDrive:
thrustTorque = accel * (m_CurrentTorque / 2f);
m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque;
break;

}

for (int i = 0; i < 4; i++)
{
if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f)
{
m_WheelColliders.brakeTorque = m_BrakeTorquefootbrake;
_}
else if (footbrake > 0)
{_

m_WheelColliders.brakeTorque = 0f;
m_WheelColliders.motorTorque = -m_ReverseTorquefootbrake;

}
}
}

private void SteerHelper()
{
for (int i = 0; i < 4; i++)
{
WheelHit wheelhit;
m_WheelColliders*.GetGroundHit(out wheelhit);
if (wheelhit.normal == Vector3.zero)
return; // wheels arent on the ground so dont realign the rigidbody velocity
_}*_

// this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction
if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f)
{
var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper;
Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up);
m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity;
}
m_OldRotation = transform.eulerAngles.y;
}

// this is used to add more grip in relation to speed
private void AddDownForce()
{
m_WheelColliders[0].attachedRigidbody.AddForce(-transform.upm_Downforce
m_WheelColliders[0].attachedRigidbody.velocity.magnitude);
}

// checks if the wheels are spinning and is so does three things
// 1) emits particles
// 2) plays tiure skidding sounds
// 3) leaves skidmarks on the ground
// these effects are controlled through the WheelEffects class
private void CheckForWheelSpin()
{
// loop through all wheels
for (int i = 0; i < 4; i++)
{
WheelHit wheelHit;
m_WheelColliders*.GetGroundHit(out wheelHit);*

// is the tire slipping above the given threshhold
if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit)
{
m_WheelEffects*.EmitTyreSmoke();*

// avoiding all four tires screeching at the same time
// if they do it can lead to some strange audio artefacts
if (!AnySkidSoundPlaying())
{
m_WheelEffects*.PlayAudio();
_}
continue;
}*_

// if it wasnt slipping stop all the audio
if (m_WheelEffects*.PlayingAudio)
_{_
m_WheelEffects.StopAudio();
_}
// end the trail generation*

m_WheelEffects*.EndSkidTrail();*
}
}_

// crude traction control that reduces the power to wheel if the car is wheel spinning too much
private void TractionControl()
{
WheelHit wheelHit;
switch (m_CarDriveType)
{
case CarDriveType.FourWheelDrive:
// loop through all wheels
for (int i = 0; i < 4; i++)
{
m_WheelColliders*.GetGroundHit(out wheelHit);*

AdjustTorque(wheelHit.forwardSlip);
}
break;

case CarDriveType.RearWheelDrive:
m_WheelColliders[2].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);

m_WheelColliders[3].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
break;

case CarDriveType.FrontWheelDrive:
m_WheelColliders[0].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);

m_WheelColliders[1].GetGroundHit(out wheelHit);
AdjustTorque(wheelHit.forwardSlip);
break;
}
}

private void AdjustTorque(float forwardSlip)
{
if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0)
{
m_CurrentTorque -= 10 * m_TractionControl;
}
else
{
m_CurrentTorque += 10 * m_TractionControl;
if (m_CurrentTorque > m_FullTorqueOverAllWheels)
{
m_CurrentTorque = m_FullTorqueOverAllWheels;
}
}
}

private bool AnySkidSoundPlaying()
{
for (int i = 0; i < 4; i++)
{
if (m_WheelEffects*.PlayingAudio)
_{
return true;
}
}
return false;
}
}
}*_

At Line ~ 160 you can add an else statement (this has worked for me) that restore the brakeTorque to zero again :

if (handbrake > 0f)
            {
                var hbTorque = handbrake * m_MaxHandbrakeTorque;
                m_WheelColliders[2].brakeTorque = hbTorque;
                m_WheelColliders[3].brakeTorque = hbTorque;
            }
            else // my code
            {
                m_WheelColliders[2].brakeTorque = 0;
                m_WheelColliders[3].brakeTorque = 0;
            }

Im sure a real answer will stick out at me somewhere, and if so I’ll come back and update this answer. In the meantime if your vehicle is 4 wheel drive and you add this line

m_WheelColliders*.brakeTorque = 0;*

at line ~206 in ApplyDrive then itll reset the brake torque and allow you to move forward again. this isnt great because its getting set every frame that you’re accelerating and it rules out a case where you’re hitting the brakes and accelerator at the same time. For now it’ll work for my purposes. If anyone finds anything better though please let me know