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    Class WheeledVehicle

    Representation of the car vehicle that uses wheels. Built on top of the RigidBody with collider representing its chassis shape and wheels.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    RigidBody
    WheeledVehicle
    Inherited Members
    RigidBody::_actor
    RigidBody::_angularDamping
    Actor::_box
    RigidBody::_cachedScale
    RigidBody::_centerOfMassOffset
    RigidBody::_constraints
    Actor::_drawCategory
    Actor::_drawNoCulling
    RigidBody::_enableGravity
    RigidBody::_enableSimulation
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    RigidBody::_isKinematic
    Actor::_isPrefabRoot
    RigidBody::_isUpdatingTransform
    Actor::_layer
    RigidBody::_linearDamping
    Actor::_localTransform
    RigidBody::_mass
    RigidBody::_massScale
    RigidBody::_maxAngularVelocity
    Actor::_name
    RigidBody::_overrideMass
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    Actor::_sphere
    RigidBody::_startAwake
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    RigidBody::_updateMassWhenScaleChanges
    RigidBody::_useCCD
    RigidBody::AddForce(const Vector3& force, ForceMode mode=ForceMode::Force)
    RigidBody::AddForceAtPosition(const Vector3& force, const Vector3& position, ForceMode mode=ForceMode::Force)
    RigidBody::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddMovement(const Vector3& translation)
    RigidBody::AddRelativeForce(const Vector3& force, ForceMode mode=ForceMode::Force)
    RigidBody::AddRelativeTorque(const Vector3& torque, ForceMode mode=ForceMode::Force)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    RigidBody::AddTorque(const Vector3& torque, ForceMode mode=ForceMode::Force)
    WheeledVehicle
    Actor::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Actor::Children
    Actor::Clone()
    RigidBody::ClosestPoint(const Vector3& position, Vector3& result)
    RigidBody::CollisionEnter
    RigidBody::CollisionExit
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    WheeledVehicle
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContext& renderContext)
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    RigidBody::GetAngularDamping()
    RigidBody::GetAngularVelocity()
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    RigidBody::GetCenterOfMass()
    RigidBody::GetCenterOfMassOffset()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    RigidBody::GetColliders(Array<ColliderType* , AllocationType>& result)
    RigidBody::GetConstraints()
    Actor::GetDirection()
    Actor::GetEditorBox()
    Actor::GetEditorBoxChildren()
    RigidBody::GetEnableGravity()
    RigidBody::GetEnableSimulation()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    RigidBody::GetIsKinematic()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    RigidBody::GetLinearDamping()
    RigidBody::GetLinearVelocity()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    RigidBody::GetMass()
    RigidBody::GetMassScale()
    RigidBody::GetMaxAngularVelocity()
    RigidBody::GetMaxDepenetrationVelocity()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    RigidBody::GetOverrideMass()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    RigidBody::GetPhysicsActor()
    Actor::GetPhysicsScene()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    RigidBody::GetSleepThreshold()
    Actor::GetSphere()
    RigidBody::GetStartAwake()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    RigidBody::GetUpdateMassWhenScaleChanges()
    RigidBody::GetUseCCD()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    Actor::HasContentLoaded()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    RigidBody::IsSleeping()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    RigidBody::OnActiveTransformChanged()
    Actor::OnBeginPlay()
    RigidBody::OnCollisionEnter(const Collision& c)
    RigidBody::OnCollisionExit(const Collision& c)
    Actor::OnDebugDraw()
    Actor::OnDeleteObject()
    Actor::OnDisable()
    Actor::OnEnable()
    Actor::OnEndPlay()
    Actor::OnLayerChanged()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Actor::OnParentChanged()
    ScriptingObject::OnScriptingDispose()
    Actor::OnStaticFlagsChanged()
    RigidBody::OnTriggerEnter(PhysicsColliderActor* c)
    RigidBody::OnTriggerExit(PhysicsColliderActor* c)
    ScriptingObject::RegisterObject()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    WheeledVehicle
    WheeledVehicle
    RigidBody::SetAngularDamping(float value)
    RigidBody::SetAngularVelocity(const Vector3& value)
    RigidBody::SetCenterOfMassOffset(const Float3& value)
    RigidBody::SetConstraints(const RigidbodyConstraints value)
    Actor::SetDirection(const Float3& value)
    RigidBody::SetEnableGravity(bool value)
    RigidBody::SetEnableSimulation(bool value)
    Actor::SetIsActive(bool value)
    RigidBody::SetIsKinematic(const bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    RigidBody::SetLinearDamping(float value)
    RigidBody::SetLinearVelocity(const Vector3& value)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    RigidBody::SetMass(float value)
    RigidBody::SetMassScale(float value)
    RigidBody::SetMaxAngularVelocity(float value)
    RigidBody::SetMaxDepenetrationVelocity(const float value)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    RigidBody::SetOverrideMass(bool value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    RigidBody::SetSleepThreshold(const float value)
    RigidBody::SetSolverIterationCounts(int32 minPositionIters, int32 minVelocityIters)
    RigidBody::SetStartAwake(bool value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    RigidBody::SetUpdateMassWhenScaleChanges(bool value)
    RigidBody::SetUseCCD(const bool value)
    RigidBody::Sleep()
    WheeledVehicle
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    RigidBody::TriggerEnter
    RigidBody::TriggerExit
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    RigidBody::UpdateBounds()
    RigidBody::UpdateMass()
    RigidBody::UpdateScale()
    RigidBody::WakeUp()
    IPhysicsActor::~IPhysicsActor()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Physics/Actors/WheeledVehicle.h
    Syntax
    public class WheeledVehicle : public RigidBody

    Fields

    UseAnalogSteering

    If checked, the vehicle driving and steering inputs will be used as analog values (from gamepad), otherwise will be used as digital input (from keyboard).

    Declaration
    public bool UseAnalogSteering = false
    Field Value
    bool

    UseReverseAsBrake

    If checked, the negative throttle value will be used as brake and reverse to behave in a more arcade style where holding reverse also functions as brake. Disable it for more realistic driving controls.

    Declaration
    public bool UseReverseAsBrake = true
    Field Value
    bool

    Methods

    BeginPlay(SceneBeginData* data)

    Called when adding object to the game.

    Declaration
    protected virtual void BeginPlay(SceneBeginData* data) override
    Parameters
    SceneBeginData data

    The initialization data (e.g. used to collect joints to link after begin).

    Overrides
    RigidBody::BeginPlay(SceneBeginData* data)

    ClearInput()

    Clears all the vehicle control inputs to the default values (throttle, steering, breaks).

    Declaration
    public void ClearInput()

    Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
    Parameters
    DeserializeStream stream

    The input stream.

    ISerializeModifier modifier

    The deserialization modifier object. Always valid.

    Overrides
    RigidBody::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    EndPlay()

    Called when removing object from the game.

    Declaration
    protected virtual void EndPlay() override
    Overrides
    RigidBody::EndPlay()

    GetAntiRollBars()

    Gets axles anti roll bars.

    Declaration
    public Array<AntiRollBar> GetAntiRollBars() const
    Returns
    Array<AntiRollBar>

    GetCurrentGear()

    Gets the current gear number. Neutral gears is 0, reverse gears is -1, forward gears are 1 and higher.

    Declaration
    public int32 GetCurrentGear() const
    Returns
    int32

    GetDifferential()

    Gets the vehicle differential settings.

    Declaration
    public DifferentialSettings GetDifferential() const
    Returns
    DifferentialSettings

    GetDriveControl()

    Gets the vehicle drive control settings.

    Declaration
    public DriveControlSettings GetDriveControl() const
    Returns
    DriveControlSettings

    GetDriveType()

    Gets the vehicle driving model type.

    Declaration
    public DriveTypes GetDriveType() const
    Returns
    DriveTypes

    GetEngine()

    Gets the vehicle engine settings.

    Declaration
    public EngineSettings GetEngine() const
    Returns
    EngineSettings

    GetEngineRotationSpeed()

    Gets the current engine rotation speed (Revolutions Per Minute is the number of turns in one minute).

    Declaration
    public float GetEngineRotationSpeed() const
    Returns
    float

    GetForwardSpeed()

    Gets the current forward vehicle movement speed (along forward vector of the actor transform).

    Declaration
    public float GetForwardSpeed() const
    Returns
    float

    GetGearbox()

    Gets the vehicle gearbox settings.

    Declaration
    public GearboxSettings GetGearbox() const
    Returns
    GearboxSettings

    GetSidewaysSpeed()

    Gets the current sideways vehicle movement speed (along right vector of the actor transform).

    Declaration
    public float GetSidewaysSpeed() const
    Returns
    float

    GetTargetGear()

    Gets the target gear number. Neutral gears is 0, reverse gears is -1, forward gears are 1 and higher.

    Declaration
    public int32 GetTargetGear() const
    Returns
    int32

    GetThrottle()

    Get the vehicle throttle. It is the analog accelerator pedal value in range (0,1) where 1 represents the pedal fully pressed and 0 represents the pedal in its rest state.

    Declaration
    public float GetThrottle()
    Returns
    float

    The vehicle throttle.

    GetWheels()

    Gets the vehicle wheels settings.

    Declaration
    public Array<Wheel> GetWheels() const
    Returns
    Array<Wheel>

    GetWheelState(int32 index, WheelState& result)

    Gets the current state of the wheel.

    Declaration
    public void GetWheelState(int32 index, WheelState& result)
    Parameters
    int32 index

    The index of the wheel.

    WheelState result

    The current state.

    OnActiveInTreeChanged()

    Called when actor active in tree state gets changed.

    Declaration
    public virtual void OnActiveInTreeChanged() override
    Overrides
    RigidBody::OnActiveInTreeChanged()

    OnColliderChanged(Collider* c)

    Declaration
    public virtual void OnColliderChanged(Collider* c) override
    Parameters
    Collider c

    Overrides
    RigidBody::OnColliderChanged(Collider* c)

    OnDebugDrawSelected()

    Draws debug shapes for the selected actor and all child scripts.

    Declaration
    public virtual void OnDebugDrawSelected() override
    Overrides
    Actor::OnDebugDrawSelected()

    OnPhysicsSceneChanged(PhysicsScene* previous)

    Declaration
    protected virtual void OnPhysicsSceneChanged(PhysicsScene* previous) override
    Parameters
    PhysicsScene previous

    Overrides
    RigidBody::OnPhysicsSceneChanged(PhysicsScene* previous)

    OnTransformChanged()

    Called when actor transform gets changed.

    Declaration
    protected virtual void OnTransformChanged() override
    Overrides
    RigidBody::OnTransformChanged()

    Serialize(SerializeStream& stream, const void* otherObj)

    Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.

    Declaration
    public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
    Parameters
    SerializeStream stream

    The output stream.

    void otherObj

    The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties.

    Overrides
    RigidBody::Serialize(SerializeStream& stream, const void* otherObj)

    SetAntiRollBars(const Array<AntiRollBar>& value)

    Sets axles anti roll bars to increase vehicle stability.

    Declaration
    public void SetAntiRollBars(const Array<AntiRollBar>& value)
    Parameters
    Array<AntiRollBar> value

    SetBrake(float value)

    Sets the input for vehicle brakes. Brake is the analog brake pedal value in range (0,1) where 1 represents the pedal fully pressed and 0 represents the pedal in its rest state.

    Declaration
    public void SetBrake(float value)
    Parameters
    float value

    The value (0,1 range).

    SetCurrentGear(int32 value)

    Sets the current gear number. The gear change is instant. Neutral gears is 0, reverse gears is -1, forward gears are 1 and higher.

    Declaration
    public void SetCurrentGear(int32 value)
    Parameters
    int32 value

    SetDifferential(const DifferentialSettings& value)

    Sets the vehicle differential settings.

    Declaration
    public void SetDifferential(const DifferentialSettings& value)
    Parameters
    DifferentialSettings value

    SetDriveControl(DriveControlSettings value)

    Sets the vehicle drive control settings.

    Declaration
    public void SetDriveControl(DriveControlSettings value)
    Parameters
    DriveControlSettings value

    SetDriveType(DriveTypes value)

    Sets the vehicle driving model type.

    Declaration
    public void SetDriveType(DriveTypes value)
    Parameters
    DriveTypes value

    SetEngine(const EngineSettings& value)

    Sets the vehicle engine settings.

    Declaration
    public void SetEngine(const EngineSettings& value)
    Parameters
    EngineSettings value

    SetGearbox(const GearboxSettings& value)

    Sets the vehicle gearbox settings.

    Declaration
    public void SetGearbox(const GearboxSettings& value)
    Parameters
    GearboxSettings value

    SetHandbrake(float value)

    Sets the input for vehicle handbrake. Handbrake is the analog handbrake value in range (0,1) where 1 represents the handbrake fully engaged and 0 represents the handbrake in its rest state.

    Declaration
    public void SetHandbrake(float value)
    Parameters
    float value

    The value (0,1 range).

    SetSteering(float value)

    Sets the input for vehicle steering. Steer is the analog steer value in range (-1,1) where -1 represents the steering wheel at left lock and +1 represents the steering wheel at right lock.

    Declaration
    public void SetSteering(float value)
    Parameters
    float value

    The value (-1,1 range).

    SetTankLeftBrake(float value)

    Sets the input for tank brakes the left track. Brake is the analog brake pedal value in range (0,1) where 1 represents the pedal fully pressed and 0 represents the pedal in its rest state.

    Declaration
    public void SetTankLeftBrake(float value)
    Parameters
    float value

    The value (0,1 range).

    SetTankLeftThrottle(float value)

    Sets the input for tank left track throttle. It is the analog accelerator pedal value in range (-1,1) where 1 represents the pedal fully pressed to move to forward, 0 to represents the pedal in its rest state and -1 represents the pedal fully pressed to move to backward. The track direction will be inverted if the vehicle current gear is rear.

    Declaration
    public void SetTankLeftThrottle(float value)
    Parameters
    float value

    The value (-1,1 range).

    SetTankRightBrake(float value)

    Sets the input for tank brakes the right track. Brake is the analog brake pedal value in range (0,1) where 1 represents the pedal fully pressed and 0 represents the pedal in its rest state.

    Declaration
    public void SetTankRightBrake(float value)
    Parameters
    float value

    The value (0,1 range).

    SetTankRightThrottle(float value)

    Sets the input for tank right track throttle. It is the analog accelerator pedal value in range (-1,1) where 1 represents the pedal fully pressed to move to forward, 0 to represents the pedal in its rest state and -1 represents the pedal fully pressed to move to backward. The track direction will be inverted if the vehicle current gear is rear.

    Declaration
    public void SetTankRightThrottle(float value)
    Parameters
    float value

    The value (-1,1 range).

    SetTargetGear(int32 value)

    Sets the target gear number. Gearbox will change the current gear to the target. Neutral gears is 0, reverse gears is -1, forward gears are 1 and higher.

    Declaration
    public void SetTargetGear(int32 value)
    Parameters
    int32 value

    SetThrottle(float value)

    Sets the input for vehicle throttle. It is the analog accelerator pedal value in range (0,1) where 1 represents the pedal fully pressed and 0 represents the pedal in its rest state.

    Declaration
    public void SetThrottle(float value)
    Parameters
    float value

    The value (-1,1 range). When using UseReverseAsBrake it can be negative and will be used as brake and backward driving.

    Setup()

    Rebuilds the vehicle. Call it after modifying vehicle settings (eg. engine options).

    Declaration
    public void Setup()

    SetWheels(const Array<Wheel>& value)

    Sets the vehicle wheels settings.

    Declaration
    public void SetWheels(const Array<Wheel>& value)
    Parameters
    Array<Wheel> value

    See Also

    RigidBody
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