for a motorcycle racing game I want some parts of the track to increase the speed of the motorcycle.
I have a public float for the speed, which shows the speed in the inspector.
I added a plane with a Collider, which is a trigger and has the tag "speedfield" Now I thought, some simple code, attached to the motorcyclescript below, would do it:
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag ("speedfield")) {
Speed = Speed + 50;
}
}
But nothing happens. I think I'm missing something obvious here. Hope you can help! Greetings from germany :)
void FixedUpdate (){
Inputs();
Engine();
}
void Inputs (){
Speed = rigid.velocity.magnitude * 3.6f;
//Freezing rotation by Z axis.
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, 0);
//If crashed...
if(!crashed){
if(!changingGear)
motorInput = Input.GetAxis("Vertical");
else
motorInput = Mathf.Clamp(Input.GetAxis("Vertical"), -1, 0);
steerInput = Input.GetAxis("Horizontal");
}else{
motorInput = 0;
steerInput = 0;
}
//Reverse bool
if(motorInput < 0 && transform.InverseTransformDirection(rigid.velocity).z < 0)
reversing = true;
else
reversing = false;
}
void Engine (){
//Steer Limit.
SteerAngle = Mathf.Lerp(defsteerAngle, highSpeedSteerAngle, (Speed / highSpeedSteerAngleAtSpeed));
FrontWheelCollider.steerAngle = SteerAngle * steerInput;
//Engine RPM.
EngineRPM = Mathf.Clamp((((Mathf.Abs((FrontWheelCollider.rpm + RearWheelCollider.rpm)) * gearShiftRate) + MinEngineRPM)) / (currentGear + 1), MinEngineRPM, MaxEngineRPM);
// Applying Motor Torque.
if(Speed > maxSpeed){
RearWheelCollider.motorTorque = 0;
}else if(!reversing && !changingGear){
RearWheelCollider.motorTorque = EngineTorque * Mathf.Clamp(motorInput, 0f, 1f) * engineTorqueCurve[currentGear].Evaluate(Speed);
}
if(reversing){
if(Speed < 10){
RearWheelCollider.motorTorque = (EngineTorque * motorInput) / 5f;
}else{
RearWheelCollider.motorTorque = 0;
}
}
}
You overriding speed variable:
void FixedUpdate (){
Inputs();
Engine();
}
void Inputs (){
Speed = rigid.velocity.magnitude * 3.6f;
...
}
change it to:
[SerializeField] float speedMultiplier = 3.6f;
[SerializeField] float speedMultiplierChange = 2;
void Inputs (){
Speed = rigid.velocity.magnitude * speedMultiplier;
...
}
and
void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag ("speedfield")) {
speedMultiplier += speedMultiplierChange;
}
}