BoardSteering
Runs the fork's steering tilt, contact-dependent truck targets and normalized truck drive frames at 60 Hz. Bind a World, active BoardFeedback, and front/back Drive entities. All references must belong to that World. The component owns those drive frames while active. State, curve…
Native board steering
Runs the fork's steering tilt, contact-dependent truck targets and normalized truck drive frames at 60 Hz. Bind a World, active BoardFeedback, and front/back Drive entities. All references must belong to that World. The component owns those drive frames while active. State, curves, base frames, input and outputs are editable in Zero; no external content pack is read.
This component implements steering only. The complete ground force/state coordinator remains an integration requirement. Do not treat steering movement as proof that skating physics or the package is complete.
turn and hardTurn are normalized input; switched, pushing, balance and truckTightness are explicit controller inputs. The native entry history starts with push scalar 1. Empty baseFrames uses the fork's stock truck geometry; supply two {basis,position} records for another assembly. The drive endpoints must be the feedback's corresponding truck A and deck B. One steering component may own each feedback/drive pair.
The inspection scene binds A/D, the left stick and the touch stick to turn. Reset restores both retained state and authored drive frames. Releasing input clears turn through the normal Zero input map.
Scoped to this part · feeds back into the world's score.