#Weird behaviour when on the ground but not when I'm in the air?

2 messages · Page 1 of 1 (latest)

raven elk
#

extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 4.5
const SENSIVITY = 0.003

@onready var head = $Head
@onready var camera = $Head/Camera3D

func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
head.rotate_y(-event.relative.x * SENSIVITY)
camera.rotate_x(-event.relative.y * SENSIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))

func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta

# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
    velocity.y = JUMP_VELOCITY

# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "foward", "backwards")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
    velocity.x = direction.x * SPEED
    velocity.z = direction.z * SPEED
else:
    velocity.x = move_toward(velocity.x, 0, SPEED)
    velocity.z = move_toward(velocity.z, 0, SPEED)

move_and_slide()
#

btw this is the code