Script ((better)) — Realistic Car Driving

[Header("Wheel Transforms (visual)")] public Transform frontLeftTransform, frontRightTransform; public Transform rearLeftTransform, rearRightTransform;

[Header("Engine & Drivetrain")] public float maxEngineTorque = 300f; // Nm public float maxBrakeTorque = 500f; public AnimationCurve torqueCurve; // Torque vs RPM public float[] gearRatios = 3.5f, 2.0f, 1.4f, 1.0f, 0.8f ; public float finalDriveRatio = 3.2f; public float engineIdleRPM = 800f; public float engineMaxRPM = 6500f; private float currentRPM; private int currentGear = 0; realistic car driving script

void ApplyAntiRoll()

// Engine RPM simulation float avgWheelRPM = (frontLeftWheel.rpm + frontRightWheel.rpm + rearLeftWheel.rpm + rearRightWheel.rpm) / 4f; currentRPM = avgWheelRPM * gearRatios[currentGear] * finalDriveRatio; currentRPM = Mathf.Clamp(currentRPM, engineIdleRPM, engineMaxRPM); public Transform rearLeftTransform

// Apply steering to front wheels frontLeftWheel.steerAngle = steerInput; frontRightWheel.steerAngle = steerInput; public AnimationCurve torqueCurve

void Update()

// Apply motor torque to rear wheels (RWD setup) rearLeftWheel.motorTorque = motorTorque; rearRightWheel.motorTorque = motorTorque;