Vamos a realizar un juego para android para despues colgarlo a Play Store, bien vamos a crear un coche en Blender para despues importarlo a Unity3D
Aquí ya tenemos nuestra Camioneta ahora lo que vamos hacer es importarlo a nuestro Unity en FBX.
Una vez Exportado el Formato FBX abrimos nuestro Unity, y importamos nuestra Camioneta
Aquí tenemos nuestra camioneta y sus cuatro Ruedas que Son Cylinder,Cylinder_001,Cylinder_002,Cylinder_003, esas serian nuestras cuatro ruedas a las que vamos a cambiar de nombre
Aquí tenemos nuestras 4 ruedas, ahora vamos a crear un objeto Vació al que vamos a poner Wheel Collider,
a la rueda la incorporamos en el objeto vació le creamos otro objeto vació al que llamaremos FL y le incorporamos el Wheel Collider y deberia quedar tal cual esta en la imagen, y hacemos lo mismo las las 3 ruedas restantes
Aquí tenemos las 4 ruedas WheelCollider se las asignamos a nuestro coche, ahora vamos a nuestro Camión y le asignamos el siguiente Script
using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(WheelCollider))] public class pt : MonoBehaviour { public WheelCollider wheelFL; public WheelCollider wheelFR; public WheelCollider wheelRL; public WheelCollider wheelRR; public Transform wheelFL_Trans; public Transform wheelFR_Trans; public Transform wheelRL_Trans; public Transform wheelRR_Trans; public float fuerza; public float velocidad; public float velocidadactual; public float angulodireccion; public float giro; private Rigidbody rigidBody; void Start() { rigidBody = GetComponent<Rigidbody>(); } void FixedUpdate() { velocidadactual = 2 * Mathf.PI * wheelFL.radius * wheelFL.rpm * 60 / 1000; { wheelFL.motorTorque = fuerza * Input.GetAxis("Vertical"); wheelFR.motorTorque = fuerza * Input.GetAxis("Vertical"); wheelRL.motorTorque = fuerza * Input.GetAxis("Vertical"); wheelRR.motorTorque = fuerza * Input.GetAxis("Vertical"); } velocidad = GetComponent<Rigidbody>().velocity.magnitude * 15; giro = angulodireccion * Input.GetAxis("Horizontal"); wheelFL.steerAngle = giro; wheelFR.steerAngle = giro; } void Update() { wheelFL_Trans.Rotate(0, 0, wheelFL.rpm / 60 * 360 * Time.deltaTime); wheelFR_Trans.Rotate(0, 0, wheelFR.rpm / 60 * 360 * Time.deltaTime); wheelRL_Trans.Rotate(0, 0, wheelRL.rpm / 60 * 360 * Time.deltaTime); wheelRR_Trans.Rotate(0, 0, wheelRR.rpm / 60 * 360 * Time.deltaTime); Vector3 RuedaDireccion = wheelFL_Trans.localEulerAngles; RuedaDireccion.y = giro + 90; wheelFL_Trans.localEulerAngles = RuedaDireccion; wheelFR_Trans.localEulerAngles = RuedaDireccion; } }
una vez que tengamos hecho le asignamos las ruedas y los WheeCollider que hemos creado
Y ya lo tendríamos.
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