Wacky Wheels

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Description:
? Wacky Wheels – Drift, Dodge & Dominate! Master the chaos in Wacky Wheels, the ultimate test of timing and control! Navigate wild tracks, drift through tight turns, dodge massive hammers, and collect stars — all before the clock runs out. Each level brings new challenges, themes, and physics that’ll keep you on the edge of your seat. ? It’s not just a race — it’s a wacky adventure of skill and speed!

Instructions:
To implement car controls in Unity using both the WASD keys and arrow keys, you can utilize Unity's Input Manager to handle input from both control schemes. Here's how you can set it up:

?️ Step 1: Configure Input Manager
Open Input Manager:

Go to Edit → Project Settings → Input Manager.

Configure Horizontal Axis:

Positive Buttons: d, right

Negative Buttons: a, left

Configure Vertical Axis:

Positive Buttons: w, up

Negative Buttons: s, down

This setup allows Unity to recognize both WASD and arrow keys for horizontal and vertical movement .

? Step 2: Implement Car Movement Script
Create a C# script to handle car movement based on the input axes:

csharp
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Edit
using UnityEngine;

public class CarController : MonoBehaviour
{
public float speed = 10f;
public float turnSpeed = 50f;

void Update()
{
float move = Input.GetAxis("Vertical") * speed * Time.deltaTime;
float turn = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;

transform.Translate(0, 0, move);
transform.Rotate(0, turn, 0);
}
}
Attach this script to your car GameObject. It uses Unity's built-in input system to move the car forward/backward and rotate it left/right based on user input.

? Step 3: Implement Mobile Controls
For mobile platforms, you'll need to implement touch or tilt controls. Here's a basic example using touch input:

csharp
Copy
Edit
using UnityEngine;

public class MobileCarController : MonoBehaviour
{
public float speed = 10f;
public float turnSpeed = 50f;

void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
float move = touch.deltaPosition.y * speed * Time.deltaTime;
float turn = touch.deltaPosition.x * turnSpeed * Time.deltaTime;

transform.Translate(0, 0, move);
transform.Rotate(0, turn, 0);
}
}
}
This script moves and rotates the car based on the user's touch input. You can customize it further to suit your game's needs.

? Additional Resources
Unity Manual on WheelColliders:
Unity Docs

Unity Input Manager Documentation:
Playgama.com

Unity Car Controller Tutorial:
YouTube



Categories:

racing& driving

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