Aquafloat Motor
How Aquafloat Motors Work
Motors apply forces to rigidbodies based on its throttle, turn, and boost input values. Aquafloat Seats will automatically alter these values based on player's inputs.
Motors will only apply their forces if the referenced Floater
point is in water.
Motors also drive inputs for the MotorFX. See Motor Effects page.
Changing Force Application
ApplyRotationOnForwardInput
prevents the motor from applying any torque until there is a throttle input to move the vehicle forward.
ApplyForcesAtForcePoint
makes the motor applies forces to the rigidbody at the specified point instead of the rigidbody center. This can simulate motors positioned at the rear of boats.
Custom Motor Inputs
Aquafloat Seats are not required to control motors. You can write your own scripts and control methods to send throttle, turn, and boost values to the motor.
For example, you can create a ship with interact triggers to control turning left and right.
When a player interacts with the "Left" button, call the public SetTurning(float turnAmount)
function on the motor with the value of -1 (Left Turn).
Public Functions
TakeControlAndActivate()
-> Grants ownership to the local player, activates the Motor, and activates any Motor FX.
TakeControlAndDeactivate()
-> Grants ownership to the local player, deactivates the Motor, and deactivates any Motor FX.
SetThrottle(float amount)
-> Set the throttle amount for the motor. 1 is full speed, -1 is full reverse.
SetTurning(float amount)
-> Set the turning value of the motor. 1 is full right, -1 is full left.
SetBoost(bool value)
-> Set if the boost is active or not.
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