#Help with rigidbody3d sphere-based car controller
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pivote_visual.global_position = ball.global_position
speed_input = Input.get_axis("ui_down", "ui_up")
rotate_input = Input.get_axis("ui_right", "ui_left")
if ball.linear_velocity.length() > 0.5:
var turn = rotate_input * turn_speed * delta
car_mesh.rotate_y(turn)
var forward_dir = -car_mesh.global_transform.basis.z
if ground_ray.is_colliding():
ball.apply_central_force(forward_dir * speed_input * acceleration)
else:
ball.apply_central_force(Vector3.DOWN * 50.0)
var velocity = ball.linear_velocity
velocity.x = drag
velocity.z= drag
ball.linear_velocity = velocity```