Create a script named CarController.cs.
using UnityEngine;public class CarController : MonoBehaviour public WheelCollider[] wheels; // FL, FR, RL, RR public Transform[] wheelMeshes; // Visual meshes public float motorTorque = 500f; public float maxSteerAngle = 30f; public Rigidbody rb;
void Start() rb = GetComponent<Rigidbody>(); // Lower center of mass to prevent flipping rb.centerOfMass = new Vector3(0, -0.5f, 0); void FixedUpdate() float gas = Input.GetAxis("Vertical") * motorTorque; float steer = Input.GetAxis("Horizontal") * maxSteerAngle; // Front Wheel Steering wheels[0].steerAngle = steer; wheels[1].steerAngle = steer; // All Wheel Drive (Simple) foreach (WheelCollider wc in wheels) wc.motorTorque = gas; // Update Visual Wheel Meshes UpdateWheelPose(); void UpdateWheelPose() for (int i = 0; i < wheels.Length; i++) Quaternion rot; Vector3 pos; wheels[i].GetWorldPose(out pos, out rot); wheelMeshes[i].position = pos; wheelMeshes[i].rotation = rot;
No piece of software is perfect, and the original SCCPS release (v1.2.3, from early 2024) had three major flaws that the community had been silently tolerating: simple car crash physics simulator mod patched
Users installed the mod to:
The memory leak is gone. You can now run a 50-car pileup without restarting the game. Additionally, debris now has a 15-second lifetime by default (configurable in the .ini file), after which it vanishes to save resources. Create a script named CarController
The patched version is not the end. In the developer’s roadmap (shared via Patreon), we can expect two more updates: