Tilt variable for Path3D not functioning as expected

Godot 4.5.1

Hi, I made a post yesterday about this, but it was excessively long and over-complicated and incoherent, so I’m going to give it another shot. Sorry for the double-post.

Problem: I’m trying to make it so a Path3D is always tilted the amount that the player tilts it. For instance, if the tilt value for every point is 0.0, it should always face straight up (and I can tell which way it faces/tilts based on a child CSGPolygon). However, it seems to automatically tilt sometimes depending on the positions of the points even if the tilt value for those same points is 0.0. How do I stop this from happening, or counteract it?

[Example image 1] This example displays how every point on the black track has a tilt value of 0.0, so it should be facing straight up to the red points all the way through this curve:

[Example image 2] But, as you can see here, it is very heavily tilted inwards at the top of the curve even though I’ve confirmed that every point has a tilt value of 0.0 (this is the problem):

Any suggestions would be appreciated, and thank you for reading.

It’s very hard to tell from your description and images, what axis is where etc, but I think your understanding of what “tilt” is might not be right. Tilt is the roll around the forward direction of the path. So if your path is straight, and you have a plane flying down that path, “tilt” makes the plane “roll” or “bank”.

if your path curves upward, like climbing a hill, the plane will pitch up, and this has nothing to do with “tilt” or “roll”, it is just following the path.

You can probably achieve what you want by messing with the pathfollow3d’s rotation_mode property.