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Following the switch to Jolt Physics, 3 warnings were printed every time you selected the tow truck in Truck Town, as custom joint bias is not supported. This reverts 3 of the joints to use the default bias, which appears to have no negative impact on behavior on either Jolt Physics or GodotPhysics3D.
Truck Town
This is a demo implementing different types of trucks of varying complexity using vehicle physics.
Controls:
- Up Arrow, W, Gamepad Right Trigger, Gamepad A/Cross: Accelerate
- Down Arrow, S, Gamepad Left Trigger, Gamepad B/Circle, Gamepad X/Square: Brake/reverse
- Left Arrow, Gamepad Left Stick, Gamepad D-Pad Left: Steer left
- Right Arrow, Gamepad Left Stick, Gamepad D-Pad Right: Steer right
- U, Gamepad Select, left-click speedometer: Change speedometer unit (m/s, km/h, mph)
- C, Gamepad Y/Triangle: Change camera (exterior, interior, top-down)
- M, Gamepad D-Pad Down: Change mood (sunrise, day, sunset, night)
- Escape, Gamepad D-Pad Up: Go back to menu (press again to exit)
On mobile platforms, the vehicle automatically accelerates. Touch the left and right edges of the screen to steer. Touch the middle of the screen to brake/reverse (this also temporarily stops acceleration).
Language: GDScript
Renderer: Forward+
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2752
How does it work?
The base vehicle uses a
VehicleBody3D
node. The trailer truck is tied together using a
ConeJointTwist
node, and the tow truck is tried together using a chain made of
RigidBody3D
nodes which are pinned together using
PinJoint nodes.
