public void Start() { freezePos = this.transform.position; freezeRot = this.transform.rotation; freeze(); boostAmount = maxBoost; FrontRightWheel = FrontRight.gameObject.AddComponent <WheelColliderSource>(); FrontLeftWheel = FrontLeft.gameObject.AddComponent <WheelColliderSource>(); BackRightWheel = BackRight.gameObject.AddComponent <WheelColliderSource>(); BackLeftWheel = BackLeft.gameObject.AddComponent <WheelColliderSource>(); //GameObject //FrontRight.gameObject. //Debug.Log("Wheel Radius = " + WheelRadius); FrontRightWheel.WheelRadius = FrontWheelRadius; FrontLeftWheel.WheelRadius = FrontWheelRadius; BackRightWheel.WheelRadius = BackWheelRadius; BackLeftWheel.WheelRadius = BackWheelRadius; FrontRightWheel.SuspensionDistance = SuspensionDistance; FrontLeftWheel.SuspensionDistance = SuspensionDistance; BackRightWheel.SuspensionDistance = SuspensionDistance; BackLeftWheel.SuspensionDistance = SuspensionDistance; rb = GetComponent <Rigidbody>(); rb.centerOfMass = rb.centerOfMass - (Vector3.up * 0.5f); }
public void Start() { freezePos = this.transform.position; freezeRot = this.transform.rotation; freeze(); boostAmount = maxBoost; FrontRightWheel = FrontRight.gameObject.AddComponent<WheelColliderSource>(); FrontLeftWheel = FrontLeft.gameObject.AddComponent<WheelColliderSource>(); BackRightWheel = BackRight.gameObject.AddComponent<WheelColliderSource>(); BackLeftWheel = BackLeft.gameObject.AddComponent<WheelColliderSource>(); //GameObject //FrontRight.gameObject. //Debug.Log("Wheel Radius = " + WheelRadius); FrontRightWheel.WheelRadius = FrontWheelRadius; FrontLeftWheel.WheelRadius = FrontWheelRadius; BackRightWheel.WheelRadius = BackWheelRadius; BackLeftWheel.WheelRadius = BackWheelRadius; FrontRightWheel.SuspensionDistance = SuspensionDistance; FrontLeftWheel.SuspensionDistance = SuspensionDistance; BackRightWheel.SuspensionDistance = SuspensionDistance; BackLeftWheel.SuspensionDistance = SuspensionDistance; rb = GetComponent<Rigidbody>(); rb.centerOfMass = rb.centerOfMass - (Vector3.up * 0.5f); }