Vehicle Templates provide subclassable vehicle prefabs, so developers can customize a working vehicle through Verse and Scene Graph without rebuilding its driving and networked physics.
Each template prefab delivers a number of vehicle specific Scene Graph components with editable fields that customize the it’s movement behavior. The arrangement of entities and components provide a logical plan for important parts of a vehicle, such as wheels, suspension and seats, each with properties to configure. Subscribable events allow developers to trigger logic in their own scripts to effect vehicle template entities. Each vehicle template ships with a default mesh that is used in the physics simulation underlying it’s movement.
ability to “re-scale” the vehicle both as spawn and runtime
cosmetic support for cars
cars should be able to drift
CRITICAL: no left stick acceleration by default and no camera based steering by default (most annoying features when designing vehicle focused games, these are fine in BR as a form of accessibility but are a huge pain point in vehicle focused experiences)
ability to apply forces at runtime
ability to change / read speed at runtime
Is this true that the template won’t be experimental when it gets released?