Having mass set to a number will create parts needed with the density welded to the Main of the vehicle.
Since the density of a Part is limited to 100, If you were to need a Mass of 300, 3 100 dense parts
will be created.
`MaxSteeringAngle - [MaxSteerAngleDecay] * [CurrentVelocity]
** This only works when the a client has control over the chassis! SteeringDecay does not occur on a server controlled chassis **
Uses the values from the DrvieSeat like the SteerFloat, ThrottleFloat Torque, MaxSpeed, TurnSpeed.
OptionalCustomProperties: (keyof VehicleSeat)[]Determine what properties to use instead of the default SteerFloat, ThrottleFloat Torque, MaxSpeed, TurnSpeed.
Returns the Spring Stiffness and Spring Damping in that order.
OptionalDampingCONSTS: numberThis is to get the TotalMass of the assembly, not to be mistaken with the Mass property.
Defaults to Main.Parent
OptionalIgnore: Instance[]OptionalAssemblyInstances: Instance[]OptionalAssembly: Instance[]Defaults to the children of the Parent of Main
OptionalIgnore: Instance[]Defaults to [Main, VehicleChassisRig.GetRef()]
SetAssemblyDensity(0) may be a better option that making everything massless.
This will make every BasePart of the assembly massless except for the Main and anything within the VehicleChassisRig Ref, e.g. Physical Wheels and custom masses from the Mass property.
It is recommended that the Main have some sort of mass for physics, You can set the Density of the Main to 0.01.
Useful for making character Massless when inside the vehicle, then back to default when they leave.
This will set the Network Ownership of Main and is also responsible for creating a VehicleChassisRigClientProxy on the client
that is binded to this VehicleChassisRig, and physics will instead be handled by the client instead of the server.
Changing the following properties will update on the client: Torque,ReverseTorque,MaxSpeed,ReverseMaxSpeed,MaxSteerAngle,TurnSpeed.
The ThrottleFloat and SteerFloat are obtained by the vehicleSeat.
This will set the Network Ownership of Main and is also responsible for creating a VehicleChassisRigClientProxy on the client
that is binded to this VehicleChassisRig, and physics will instead be handled by the client instead of the server.
Changing the following properties will update on the client: Torque,ReverseTorque,MaxSpeed,ReverseMaxSpeed,MaxSteerAngle,TurnSpeed.
The ThrottleFloat and SteerFloat are obtained by the vehicleSeat.
This will set the Network Ownership of Main and is also responsible for creating a VehicleChassisRigClientProxy on the client
that is binded to this VehicleChassisRig, and physics will instead be handled by the client instead of the server.
Changing the following properties will update on the client: Torque,ReverseTorque,MaxSpeed,ReverseMaxSpeed,MaxSteerAngle,TurnSpeed.
The ThrottleFloat and SteerFloat are obtained by the vehicleSeat.
Setting what "Environment" runtime should the VehicleChassisRigClientProxy use, If you're using a
roblox-ts compiled game, You do not need to worry about setting this. However if you're using this package
inside a native ROBLOX project, you will need to use the native runtime environment. You should set it before you
ever call SetNetworkOwnership with a client argument.
Weld parts together.
OptionalIgnore: Instance[]
It is recommended that you initial have your target Vehicle
Modelin a state where no physics is applied. This can be for e.g. anchoring all moving parts or placing intoReplicatedStorage. Then after theChassisRigis applied, reapply physics.