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I haven't digested all of your code. Consider the effect of using the center of the rear axle as the vehicle's origin and have that point ride the actual Bezier. As such, the car's forward direction is coincident with the tangent. Both of these relate to the path of a real car. The front wheels just need to always point directly toward their ...


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The camera up-vector A property of the camera you could use to solve this problem is the up-vector. This vector indicates which direction in 3D space should correspond with the (upward) vertical axis of your screen. Usually, cameras will use the positive y-axis for this, thus: (0, 1, 0). The scalar product of two vectors The scalar product of two 3D ...


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Your problem is transform.up = TowardOrigin;. I didn't know you could actually set transform.up until now, since it's actually a summary of a more complex state of the object -- its rotation. Setting it tells Unity to orient your object along that axis, but doesn't tell Unity to keep transform.forward as close as possible to what it used to be. You're ...



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