Hir ist noch mall ein Script:
var flWheelCollider : WheelCollider;
var frWheelCollider : WheelCollider;
var rlWheelCollider : WheelCollider;
var rrWheelCollider: WheelCollider;
var maxTorque= 150.0;
var maxBrakeTorque= 500.0;
var maxSteerAngle = 30.0;
var steerStep : float = 1.0;
var guiSpeed : GUIText;
var flWheel : Transform;
var frWheel : Transform;
var rlWheel : Transform;
var rrWheel : Transform;
var guiSpeedPointer : Texture2D;
var guiSpeedDisplay : Texture2D;
var maxSpeed : float = 200.0;
var currentSpeed : float =0.0;
private var isBraking : boolean=false;
function Start () {
guiSpeed.material.color = Color.green;
rigidbody.centerOfMass.y = 0;
}
function FixedUpdate () {
currentSpeed = (Mathf.PI * 2 * flWheelCollider.radius) * flWheelCollider.rpm *60 /1000;
currentSpeed = Mathf.Round(currentSpeed);
var relativeVelocity : Vector3 = transform.InverseTransformDirection(rigidbody.velocity);
if (((currentSpeed> 0) && (Input.GetAxis("Vertical"

0 ))){
isBraking = true;
}
else {
isBraking = false;
flWheelCollider.brakeTorque =0;
frWheelCollider.brakeTorque =0;
}
if (isBraking ==false) {
if (currentSpeed < maxSpeed){
flWheelCollider.motorTorque = maxTorque * Input.GetAxis("Vertical"

;
frWheelCollider.motorTorque = maxTorque * Input.GetAxis("Vertical"

;
}
else {
flWheelCollider.motorTorque = 0;
frWheelCollider.motorTorque = 0;
}
}
else {
flWheelCollider.brakeTorque = maxBrakeTorque;
frWheelCollider.brakeTorque = maxBrakeTorque;
flWheelCollider.motorTorque = 0;
frWheelCollider.motorTorque = 0;
}
flWheelCollider.steerAngle = maxSteerAngle * Input.GetAxis("Horizontal"

;
frWheelCollider.steerAngle = maxSteerAngle * Input.GetAxis("Horizontal"

;
guiSpeed.text = currentSpeed .ToString();
}
function Update () {
RotateWheels();
SteelWheels();
}
function OnGUI () {
GUI.Box(Rect(0.0,0.0,140.0,140.0),guiSpeedDisplay);
GUIUtility.RotateAroundPivot(currentSpeed + 40,Vector2(70,70));
GUI.DrawTexture(Rect(0.0,0.0,140.0,140.0),guiSpeedPointer, ScaleMode.StretchToFill,true,0);
}
function RotateWheels(){
flWheel.Rotate(flWheelCollider.rpm / 60 * 360 * Time.deltaTime ,0,0);
frWheel.Rotate(frWheelCollider.rpm / 60 * 360 * Time.deltaTime ,0,0);
rlWheel.Rotate(rlWheelCollider.rpm / 60 * 360 * Time.deltaTime ,0,0);
rrWheel.Rotate(rrWheelCollider.rpm / 60 * 360 * Time.deltaTime ,0,0);
}
function SteelWheels() {
flWheel.localEulerAngles.y = flWheelCollider.steerAngle - flWheel.localEulerAngles.z ;
frWheel.localEulerAngles.y = frWheelCollider.steerAngle - frWheel.localEulerAngles.z ;
}