Vehicle3D

Category: Executor Tier: Plus

Purpose

Provides a unified native controller for land, air, and water travel.

Visual Reference

As added to your scene
Vehicle3D brick as it appears in the GDLink editor
Generated UI Mockup — showing expanded properties
Vehicle3D
-
x
Name:
Label this brick...
Surface Y:
0.2
v
Mode
Land
Power
20.0
v
Throttle
0.0
v
Steer
0.0
v
Brake
0.0
v
Drag
0.3
v
Handling
Arcade
Drive
Auto
Steer Max
0.0
v
Coast
-1.0
v
Layout
Quad
Legacy Wheels
4
v
Min Spd
0.0
v
Max Spd
0.0
v
Rest Len
0.0
v
Travel
0.0
v
Stiffness
0.0
v
Max Frc
0.0
v
Damp In
0.0
v
Damp Out
0.0
v
Grip
0.0
v
Roll
-1.0
v
Mass Ovr
Mass
1200.0
v
COM Ovr
COM
[0, -0.25, 0]
v
Per-Wheel
Lift
0.2
v
Banking
1.0
v
Buoyancy
1.5
v
Advanced
Alt Lock
Verbose

Properties

Property

Type

Default

Notes

Mode

option

Land

Select the native handling kernel. Land uses VehicleBody3D + VehicleWheel3D, Air uses lift/thrust on RigidBody3D, Water uses buoyancy on RigidBody3D.

Power

float

20.0

Base drive force multiplier. Land uses it for engine force; Air and Water use it as thrust.

Throttle

float

0.0

Drive input from -1.0 to 1.0. Bind to a variable for analog acceleration or reverse. Default is idle/coast.

Steer

float

0.0

Directional input from -1.0 to 1.0. Land steers wheels; Air and Water use it for turning/banking.

Brake

float

0.0

Land only. 0 = no explicit brake; passive coast braking may still apply from drag/profile. 1 = full explicit braking.

Drag

float

0.3

Passive damping applied every tick. Lower values suit land/air; higher values suit water.

Handling

option

Arcade

Land only. Full baseline handling profile. Arcade stays lighter and more forgiving; Realistic increases coast brake, lowers grip, and raises roll response.

Drive

option

Auto

Land only. Auto uses layout-based defaults. FWD/RWD/AWD override drive wheels by axle. Custom unlocks explicit per-slot steer/drive/brake roles.

Steer Max

float

0.0

Land only. Maximum steering angle in radians. Leave at 0 to inherit the selected handling profile.

Coast

float

-1.0

Land only. Passive brake multiplier used when throttle is near zero and Brake=0. Leave at -1 to use the selected profile.

Advanced

bool

False

Land only. Reveal layout, body overrides, easy global tuning, and compact runtime wheel overrides.

Layout

option

Quad

Land only. Slot layout used for drive roles and optional per-wheel runtime overrides. VehicleWheel3D child order must match the selected layout.

Legacy Wheels

int

4

Legacy compatibility fallback used when older scenes do not have wheel_layout saved. New Land setups should use Layout instead.

Min Spd

float

0.0

Land only. Optional horizontal speed floor in km/h while throttle input is active. 0 disables the assist. Use the same units as the speedometer demo.

Max Spd

float

0.0

Land only. Optional horizontal speed ceiling in km/h. 0 disables the cap. A value of 100 governs the vehicle at roughly 100 km/h on the speedometer path.

Rest Len

float

0.0

Land only. Target spring length at rest. Leave at 0 to inherit the selected handling profile.

Travel

float

0.0

Land only. Extra suspension travel before bottoming out. Leave at 0 to keep the automatic value derived from rest length.

Stiffness

float

0.0

Land only. Spring rate. Leave at 0 to inherit the selected handling profile.

Max Frc

float

0.0

Land only. Per-wheel spring force cap. Leave at 0 to use max(6000, mass * 9.8 * 1.25).

Damp In

float

0.0

Land only. Resistance while the suspension compresses. Leave at 0 to inherit the selected handling profile.

Damp Out

float

0.0

Land only. Resistance while the suspension extends again. Leave at 0 to inherit the selected handling profile.

Grip

float

0.0

Land only. Global grip override. Leave at 0 to use the selected handling profile. Per-wheel Grip only changes runtime wheel bite; wheel geometry stays on VehicleWheel3D.

Roll

float

-1.0

Land only. Global roll influence override. Leave at -1 to use the selected handling profile. Per-wheel Roll only changes runtime body response.

Mass Ovr

bool

False

Land only. When enabled, Vehicle Mass overwrites the VehicleBody3D mass at runtime. When disabled, the authored node mass is restored.

Mass

float

1200.0

Land only. Runtime mass override. Active only when Mass Ovr is enabled.

COM Ovr

bool

False

Land only. When enabled, Center of Mass overwrites the VehicleBody3D custom center of mass at runtime. When disabled, the authored node COM is restored.

COM

vector3

[0, -0.25, 0]

Land only. Runtime custom center of mass. Active only when COM Ovr is enabled.

Per-Wheel

bool

False

Land only. Reveal compact per-slot runtime overrides. Use this for drive roles, wheel grip, and wheel roll response; keep wheel radius and detailed suspension geometry on the native VehicleWheel3D nodes.

Lift

float

0.2

Upward force proportional to v² (L = lift_coeff * speed²). Higher = more lift at speed.

Banking

float

1.0

Roll torque applied during turns. Only active when steer_input != 0. Requires RigidBody3D axis_lock_angular_z = OFF. 0 = no roll, 1 = natural bank, 2+ = exaggerated.

Alt Lock

bool

False

[Not yet active] Reserved for PID altitude hold. Has no runtime effect in this version.

Buoyancy

float

1.5

Upward force when submerged: F = buoyancy * submersion_depth * mass * 9.8.

Surface Y

float

0.2

World Y height of the water surface. Vehicle floats to this height.

Verbose

bool

False

Log vehicle state (controlled by ladybug button)