Drive Cars Down A Hill - Script
If you can't code, you can still achieve a "drive down hill script" effect using:
car.goto(-280, 190)
Attach this script to your car’s Rigidbody object. drive cars down a hill script
using UnityEngine;public class HillCar : MonoBehaviour public float motorForce = 1500f; public float brakeForce = 3000f; public float gravityScale = 2f; // Extra pull downhill public LayerMask groundLayer;
private Rigidbody rb; private bool isGrounded; void Start() rb = GetComponent<Rigidbody>(); void Update() // Check if wheels touch ground (simple raycast) isGrounded = Physics.Raycast(transform.position, -transform.up, 1.2f, groundLayer); void FixedUpdate() if (!isGrounded) return; float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); // Apply drive force in local forward direction Vector3 localVelocity = transform.InverseTransformDirection(rb.velocity); localVelocity.x *= 0.95f; // sideways friction rb.velocity = transform.TransformDirection(localVelocity); // Main acceleration Vector3 force = transform.forward * (vertical * motorForce); rb.AddForce(force, ForceMode.Force); // Extra gravity pull downhill (aligns with world down) rb.AddForce(Physics.gravity * (gravityScale - 1f), ForceMode.Acceleration); // Brake if (Input.GetKey(KeyCode.Space)) rb.AddForce(-transform.forward * brakeForce, ForceMode.Force);
How it helps downhill:
The gravityScale makes the car “stick” to the slope better and roll faster naturally. If you can't code, you can still achieve
Want the car to go faster on steep hills? Add this inside FixedUpdate:
float slopeAngle = Vector3.Angle(Vector3.up, groundNormal);
float downhillBonus = Mathf.InverseLerp(0, 50, slopeAngle); // 0 to 1 between 0° and 50°
float totalForce = motorForce + (downhillBonus * motorForce);
Now the steeper the hill, the more free speed the car gets. How it helps downhill: The gravityScale makes the
