What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsonexample.tscninspect_gdscript.pyraycast_vehicle_3d.gdrun_tests.gdtest_package.pytests/test_raycast_vehicle_3d.gdverification/native.json
How it works
- Class
- BaltorRaycastVehicle, extends RigidBody3D
- Methods
- suspension_force(compression: float, compression_speed: float, stiffness: float, damping: float, mass_share: float) -> float; lateral_force(side_speed: float, grip: float, mass_share: float) -> float; set_controls(throttle: float, steer: float) -> void; get_wheel_count() -> int; is_wheel_grounded(index: int) -> bool; get_wheel_compression(index: int) -> float; grounded_wheel_count() -> int;…
- Signals
- airborne_changed
- Exports
- wheel_points, steering_wheel_count, driven_wheels, rest_length, wheel_radius, spring_stiffness, spring_damping, engine_acceleration and 5 more
- Placement
- res://baltor/godot_components/raycast_vehicle_3d/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_example_scenegodot_readme_usage_compiles
Limits to consider
Arcade model: no engine torque curve, gears, tire slip curves or differential; wheel meshes are not moved. Grip is linear in sideways speed. The chassis collision shape must sit above the wheel points. Tested on flat ground in headless Godot physics. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.