Vehiclebody node is cool. So maybe could you add some new. Vechiclebody node speeds up developing process and makes the game less laggy than gdscript code. Many games are using fpp cam and that second. Make something like vechiclebody node but for control characters.
@111ukasz111 the team is working on a new 3rd person demo that will be available soon. Have you checked the template page when you start Godot? There are some assets there
3rd person controller NODE. Something like vehicle body NODE but for character controllers, not a demo.
We are actually thinking about removing the vehicle node. There are a thousand and one ways to implement character controllers, it's quite hard to make a node generic enough so it can be used by many projects.
Why removing? It's possible to make fpp and 3rd character controller node to be generic enough so it can be used by many projects.
Why not? Vehiclebody node works well. It will just speed up the development process. This controllers should have only the movement. It really too hard to make it?
Why removing?
Well there are many discussions about trimming the base engine (#18822, #19486, #19508). The idea is that it shouldn't be a burden for people who don't use them (in particular for mobile games, which have more restricted space).
Also, I would argue about the "VehicleBody works well" statement. It's not well documented and I've seen a few issues about problems with it.
I don't think trimming the base engine would be as critical if the project exporter could automatically strip the exported runtime of code related to nodes it doesn't use (as I mentioned in another discussion). Because chances are a lot of games will not come close to using every node.
One other thing to bring up would be making the list of nodes easier to browse through, I don't think it would be as much of a problem if nodes like a character controller and the vehicle were moved to their own 'high level' category that would be done after the stripping is implemented.
@111ukasz111: mate, both of those use vehiclebody node. The difference between the videos is, one is Godot 2 (truck town demo) and the other is Godot 3.
When we are speaking about removing vehicle node, we are talking about moving it outside of the core as an official plugin. This will not happen for some time since plugin api and market need some polish. At that time many more 'official' nodes should be available via this official plugin section of the store.
So there is definitely a space for such additional 'official' nodes as downloadable plugins, it's just not a priority at current moment.
I'll close this due to lack of support (see the comments above). Also, feature proposals should now be opened on the Godot Proposals repository.
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I don't think trimming the base engine would be as critical if the project exporter could automatically strip the exported runtime of code related to nodes it doesn't use (as I mentioned in another discussion). Because chances are a lot of games will not come close to using every node.
One other thing to bring up would be making the list of nodes easier to browse through, I don't think it would be as much of a problem if nodes like a character controller and the vehicle were moved to their own 'high level' category that would be done after the stripping is implemented.