I'm trying to make a 3d flight controller with a more arcade feel (think Ace Combat or Rogue Squadron). I'm somewhat new to working in 3d in Godot though and I don't really understand what methods I should be using to achieve this.

I want up and down to control pitch and left and right to be something of a hybrid roll/yaw. I'm setting direction to -transform.basis.z and multiplying that by speed, but when I use rotate_x() with the pitch, the plane itself rotates, but I only move flatly across the world plane rather than climbing up or down as I'm attempting to achieve.

What am I missing here?

you are viewing a single comment's thread
view the rest of the comments
[–] [S] 1 point 3 years ago (3 children)

That's what I assumed at first too, but I am targeting the primary node which is a character3D. The mesh is a child of that and nothing is targeting it. This is the code I'm using:

rotate_x(pitch * pitch_speed)

  • source
  • parent
  • hideshow 3 child comments
  • [–] 1 point 3 years ago* (2 children)

    Not tested but perhaps you should be using rotate_object_local - so the rotation is in the plane’s own axis, rather than that of its parent.

  • source
  • parent
  • hideshow 2 child comments
  • [–] [S] 1 point 3 years ago (1 child)

    I'm not sure I understand the difference in how these work. In the docs it makes it sound like the only difference between rotate_x() and rotate_object_local() is that rotate_x() specifies the rotation axis explicitly whereas rotate_object_local() takes it as an argument. Is that not the case? Sometimes the docs are confusing.

  • source
  • parent
  • hideshow 1 child comment