#I can't see my jump animation with this script, I think my idle animation is overriding it.
4 messages · Page 1 of 1 (latest)
# 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("ui_left", "ui_right", "ui_up", "ui_down")
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)
if not is_on_floor():
velocity.y -= gravity * _delta
state_machine.travel("jump")
elif velocity != Vector3.ZERO:
if state_machine.get_current_node() != "jump":
state_machine.travel("walk")
else:
if state_machine.get_current_node() != "jump":
state_machine.travel("idle")
@gloomy pecan blocked me because I followed up with them. Now I'm bummed.
Here's what I tried now, my character walks in the air now, I don't see the jump animation:
#original code
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Code for calling animations from the animation tree
@onready var state_machine = $AnimationTree.get("parameters/playback")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
state_machine.travel("jump") # Change the state to "jump" when the player jumps
# 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("ui_left", "ui_right", "ui_up", "ui_down")
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)
if velocity.is_equal_approx(Vector3.ZERO):
state_machine.travel("idle")
elif state_machine.get_current_node() != "jump": # Change the state to "walk" only if the player is not jumping
state_machine.travel("walk")
move_and_slide()