How can I move object taking rotation into account (i.e. local transform)? Because now, when my car is rotated it drives sideways. My code for car movement:
Yea, this is something i suggested / requested years ago and still think is a significant missing feature. Can you tell me how many rotation axes your car is using so I can give you the best performing solution for your needs?
But I don't know how! I really tried to understand demo project on Google Code page for it, but there are lot of weird code that I can't comprehend true form of (bonus points if you get the reference).
Anyway thanks for code.
//edit: How do I use it to set speed around, e.g. Local Z? As in Velocity?
Tried, but for some reason it doesn't work with my car (spawned rotated car), but only work if car isn't rotated. Probably I am doing something wrong, so attaching project file.
You're adding to the velocity in your W/S KeyPress events instead of assigning the direction vector. A car only moves into the direction its wheels are facing ( drifting aside ), it's not a hot-air balloon
Use a variable to hold the speed and multiply that value with the direction vector. Attached is a updated version of my example. Same controls as before, but now you can control the speed with W / S.