You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Issue description:
I started experimenting with VehicleBody and VehicleWheel, and quickly noticed the axis convention for "forward" on the wheels is +Z, which is against the convention Godot uses (-Z) for other things such as the camera and look_at. So I decided to flip wheels by rotating them by 180 degrees. The vehicle properly moves in the opposite direction, and steers in the same relative direction. However MeshInstances I added as child of the wheels rotate backward now, which is inconsistent with the physical result.
Steps to reproduce:
Create a VehicleBody with 4 wheels, and set wheel Y rotations to 180 degrees.
Godot version:
Godot 3.2.3
OS/device including version:
Windows 10 64 bits
Issue description:
I started experimenting with
VehicleBody
andVehicleWheel
, and quickly noticed the axis convention for "forward" on the wheels is +Z, which is against the convention Godot uses (-Z) for other things such as the camera andlook_at
. So I decided to flip wheels by rotating them by 180 degrees. The vehicle properly moves in the opposite direction, and steers in the same relative direction. However MeshInstances I added as child of the wheels rotate backward now, which is inconsistent with the physical result.Steps to reproduce:
Create a
VehicleBody
with 4 wheels, and set wheel Y rotations to 180 degrees.Minimal reproduction project:
VehicleWheels.zip
The text was updated successfully, but these errors were encountered: