Fears to Fathom Driving System | Part 2: Adding Car model
Chapters
Fears to Fathom Driving System in Unity — Part 2
Now that we have the foundation of our driving system from Part 1, it's time to make the car actually feel like a car.
In this part, we take our basic physics-based car and add the visual elements that make the driving system much more convincing and immersive.
In this tutorial, we will:
• Add a car model to our existing driving system
• Modify our Car Controller script to support the new visual system
• Add the necessary variables for steering, RPM, and speed
• Create a Get Axis function to control our visual inputs
• Make the steering wheel move realistically based on steering input
• Make the speedometer and RPM needles move in real time
• Connect all of these visuals to the actual movement of the car
• Set up the required values in the Unity Inspector
The goal is to keep the driving system simple while adding the visual feedback that makes it feel much closer to a real Fears to Fathom-style driving experience.
This is Part 2 of the Fears to Fathom driving system tutorial. In the next parts, we'll continue building on this system and add more features to make it feel even better.
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📁 FILES:
GitHub: https://github.com/BATPANn/Fears_To_Fathom/tree/main/F2F_Driving
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Chapters:
34:59 Connect the Visuals to Our Car Movement
37:28 Give Needed Values in the Inspector
37:43 Final Result
If you're making a Fears to Fathom inspired horror game in Unity, or any game that features a car, this approach gives you a simple way to connect your driving physics with convincing interior car visuals without building an overly complicated vehicle controller.
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