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Asked By | mobileMojo |
SO, I have a vehicle that uses custom movement for KinematicBody. The issue is, ONLY when I am moving or turning at angles that are not normal to X, Z, the game struggles to keep frames due to likely _physics_process(delta).
Here is the movement so far:
export var steering_limit = 15 # front wheel max turning angle (deg)
var acceleration = Vector3.ZERO # current acceleration
var velocity = Vector3.ZERO # current velocity
export var engine_power = 10
export var braking = -6.0
func get_input(delta):
camSwitch()
if is_on_floor():
if Input.get_action_strength("turnLeft"):
rotate_y(steering_limit)
elif Input.get_action_strength("turnRight"):
rotate_y(-steering_limit)
acceleration = Vector3.ZERO
if Input.is_action_pressed("accel"):
acceleration = -transform.basis.z * engine_power
if Input.is_action_pressed("reverse"):
acceleration = -transform.basis.z * braking
Here is the moveandslide physics process:
func _physics_process(delta):
if active == false:
if is_on_floor():
velocity = Vector3.ZERO
elif not is_on_floor():
acceleration.y = gravity
velocity += acceleration * delta
velocity = move_and_slide_with_snap(velocity, -transform.basis.y, Vector3.UP, true)
elif active == true:
hidden_plyr.global_transform.origin = get_parent().get_node("Terrain").transform.origin + Vector3(0,2000,0)
if is_on_floor():
get_input(delta)
apply_friction(delta)
calculate_steering(delta)
acceleration.y = gravity
velocity += acceleration * delta
velocity = move_and_slide_with_snap(velocity, -transform.basis.y, Vector3.UP, true)
NOTE: I know I can use move and slide without snap but Id prefer it so I can calculate for normals on hills and such and interpolate that with snapping, unless I dont have to. IDK yet, still trying things out, all possibilities atm.
But any ideas? Thank you if you can help Hope all is well!