clarify forward dirction for VehicleBody3D

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shahriarlabib000 2025-02-09 15:10:47 +06:00
parent 26df04377e
commit cb82e68e82

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@ -5,6 +5,7 @@
</brief_description>
<description>
This physics body implements all the physics logic needed to simulate a car. It is based on the raycast vehicle system commonly found in physics engines. Aside from a [CollisionShape3D] for the main body of the vehicle, you must also add a [VehicleWheel3D] node for each wheel. You should also add a [MeshInstance3D] to this node for the 3D model of the vehicle, but this model should generally not include meshes for the wheels. You can control the vehicle by using the [member brake], [member engine_force], and [member steering] properties. The position or orientation of this node shouldn't be changed directly.
[b]Note:[/b] The local forward for this node is [constant Vector3.MODEL_FRONT].
[b]Note:[/b] The origin point of your VehicleBody3D will determine the center of gravity of your vehicle. To make the vehicle more grounded, the origin point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] upwards.
[b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may have to write your own physics integration using [CharacterBody3D] or [RigidBody3D].
</description>