BTTF


バック・トゥ・ザ・フューチャーでは、今年あたりは車が空を飛んでいました。
飛ばせます。Unityの中なら。

大抵の車モデルにはタイヤにTransformが付いていると思うので、
こんな感じで飛ばせるんじゃないかと思います。

TimeMachiene.cs
using UnityEngine;
using System.Collections;

public class TimeMachiene : MonoBehaviour {
    public Transform m_FrontL;
    public Transform m_FrontR;
    public Transform m_BackL;
    public Transform m_BackR;
    public float m_TransOfsY;
    public Camera m_Camera;
    private GameObject m_pivotL;
    private GameObject m_pivotR;
    private Quaternion m_pivotLToRot;
    private Quaternion m_pivotRToRot;

    private float m_rate=0.01f;
    private Vector3 m_toPos;
    private Quaternion m_toRot;
    private bool m_CamMove;

    // Use this for initialization
    void Start () {
        m_pivotL = new GameObject("pivotL");
        m_pivotL.transform.SetParent(m_FrontL.transform.parent);
        m_pivotL.transform.localPosition = m_FrontL.transform.localPosition - Vector3.left * m_TransOfsY;
        m_FrontL.transform.SetParent(m_pivotL.transform);
        m_BackL.transform.SetParent(m_pivotL.transform);
        m_pivotLToRot = m_pivotL.transform.localRotation * Quaternion.FromToRotation (Vector3.left, Vector3.down);

        m_pivotR = new GameObject("pivotR");
        m_pivotR.transform.SetParent(m_FrontR.transform.parent);
        m_pivotR.transform.position = m_FrontR.transform.position + Vector3.left * m_TransOfsY;
        m_FrontR.transform.SetParent(m_pivotR.transform);
        m_BackR.transform.SetParent(m_pivotR.transform);
        m_pivotRToRot = m_pivotR.transform.localRotation * Quaternion.FromToRotation (Vector3.left, Vector3.up);

        m_toPos = gameObject.transform.position;
        m_toRot = gameObject.transform.rotation;
        StartCoroutine (animCo ());
    }

    // Update is called once per frame
    void Update () {
        m_pivotL.transform.localRotation = Quaternion.Lerp (m_pivotL.transform.localRotation, m_pivotLToRot, m_rate);
        m_pivotR.transform.localRotation = Quaternion.Lerp (m_pivotR.transform.localRotation, m_pivotRToRot, m_rate);
        Quaternion camRot = Quaternion.LookRotation (gameObject.transform.position-m_Camera.transform.position);
        gameObject.transform.position = Vector3.Lerp (gameObject.transform.position, m_toPos, m_rate);
        gameObject.transform.rotation = Quaternion.Lerp (gameObject.transform.rotation, m_toRot, m_rate);
        if (m_CamMove) {
            m_Camera.transform.rotation = Quaternion.Lerp(m_Camera.transform.rotation,camRot,m_rate);
        }
    }

    private IEnumerator animCo(){
        m_rate = 0.01f;
        yield return new WaitForSeconds (1f);
        m_toPos += Vector3.up * 0.2f;
        yield return new WaitForSeconds (2f);
        m_rate = 0.005f;
        m_CamMove = true;
        m_toPos += Vector3.up * 1.0f;
        m_toPos -= gameObject.transform.forward * 0.5f;
        m_toRot *= Quaternion.AngleAxis(30f, Vector3.forward);
        yield return new WaitForSeconds (3f);
        m_rate = 0.1f;
        m_toPos += gameObject.transform.forward * 5f;
        m_toRot *= Quaternion.AngleAxis(30f, Vector3.up);
    }
}

サンプルでは無料アセットを使用しました。
https://www.assetstore.unity3d.com/jp/#!/content/19264