#Squash the Creeps

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trim osprey
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So I have two bugs that I have no clue how to fix. First of all some of the mobs do not spawn it's mesh correctly. Sometimes it would spawn only the body or the eye and my jump is not working correctly.

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I am currently following the tutorial step by step

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It told me to make "Ground's" layer 3 and mask off which I did

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Player's collision layer is 1 and mask is 2 and 3

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Mob's layer is 2

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extends CharacterBody3D

# How fast the player moves in meters per second
@export var speed = 14

# The downward acceleration when in the air, in meter
@export var fall_acceleration = 75

# Vertical impulse applied to the character upon bounce
# meters per second.
@export var jump_impulse = 20

var target_velocity = Vector3.ZERO

func _physics_process(delta: float) -> void:
    # Store input direction as a local variable
    var direction = Vector3.ZERO 
    
    # Check for move input and update direction
    if Input.is_action_pressed("move_right"):
        direction.x += 1
    if Input.is_action_pressed("move_left"):
        direction.x -= 1
    if Input.is_action_pressed("move_back"):
        direction.z += 1
    if Input.is_action_pressed("move_forward"):
        direction.z -= 1
    
    if direction != Vector3.ZERO:
        direction = direction.normalized()
        # Setting the basis property will affect the rotation of the node
        $Pivot.basis = Basis.looking_at(direction)
    
        # Ground Velocity 
        target_velocity.x = direction.x * speed
        target_velocity.z = direction.z * speed
        
        # Vertical Velocity
        if not is_on_floor(): # If in the air, fall towards the floor. Literally gravity 
            target_velocity.y = target_velocity.y - (fall_acceleration * delta)
        #Jumping.
        if is_on_floor() and Input.is_action_just_pressed("jump"):
            target_velocity.y = jump_impulse
            
        # Moving the Character
        velocity = target_velocity
        move_and_slide()```
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And is there anything I'm missing with jump?