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Fixes to "Using 3D transforms" page #11391
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Fixes to "Using 3D transforms" page #11391
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- Using -Z instead of Z to push bullet forward.
- Fixing C# capitalization
- This example does not correctly strafe left based on rotation.
- This example rotates the camera inverted on both axis.
tutorials/3d/using_transforms.rst
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| if (Input.IsActionJustPressed("jump")) | ||
| { | ||
| velocity.Y = JumpSpeed; | ||
| Velocity.Y = JumpSpeed; |
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Unrelated to this PR but this is not supported, see here
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Should work now.
Co-authored-by: A Thousand Ships <[email protected]>
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Looks good to me.
I'd appreciate a cursory review from @aaronfranke to make sure the coordinate space fixes are correct.
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Please read this to understand the conventions and why some things may be confused between them: https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions For user code in Godot, we need to be consistent, preferably with the camera and global forward, and so this PR is correct. |
PR addresses #9159 and additional problems I found in the page.
Page: https://docs.godotengine.org/en/stable/tutorials/3d/using_transforms.html
First PR, so apologies for any mistakes or lack of contributing requirements.
Could really use a sanity check on the page examples, because the more I re-read the page, the more I felt like I was missing something, but when testing in engine, the existing examples do not work correctly.
Changes
linear_velocityfrom Rigidbody3D in both GDScript and C#.velocityfrom CharacterBody3D in both GDScript and C# instead oftranslate_object_local. The current example doesn't strafe left properly, but I don't really know why.