I have one problem about rotating wheels, code works fine, but I need it to be smooth, and I don't have idea how to do it, what to add here in code. Any kind of help will be welcome
//Rotation - WHEELS
CurrentRotation = Horizontal * RotationSpeed * Time.deltaTime;
Wheels[4].transform.localRotation = Quaternion.Euler(Wheels[4].transform.localRotation.x, Mathf.Clamp(CurrentRotation, -MaximumRotation, MaximumRotation), Wheels[4].transform.localRotation.z);
Wheels[5].transform.localRotation = Quaternion.Euler(Wheels[5].transform.localRotation.x, Mathf.Clamp(CurrentRotation, -MaximumRotation, MaximumRotation), Wheels[5].transform.localRotation.z);