#Why does this happen?
5 messages · Page 1 of 1 (latest)
extends CharacterBody3D
#
const GROUND_FRICTION = 3
var friction = 3
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var isMoving = false
@export var maxSpeed = 20.0
@export var acceleration = 2.0
@export var jumpHeight : float
@export var jumpTimeToPeak : float
@export var jumpTimeToDescend : float
@onready var jumpVelocity : float = ((2.0 * jumpHeight / jumpTimeToPeak))
@onready var jumpGravity : float = ((-2.0 * jumpHeight) / (jumpTimeToPeak * jumpTimeToPeak))
@onready var fallGravity : float = ((-2.0 * jumpHeight) / (jumpTimeToDescend * jumpTimeToDescend))
@onready var character_body_3d = $drio
## Respawn character at designated coordinates
func respawn(spawnX = 0, spawnY = 4, spawnZ = 0):
character_body_3d.position.x = spawnX
character_body_3d.position.y = spawnY
character_body_3d.position.z = spawnZ
# Jump
func jump():
velocity.y = jumpVelocity
# Get gravity
func get_gravity() -> float:
return jumpGravity if velocity.y > 0.0 else fallGravity
func _physics_process(delta):
# Add the gravity.
velocity.y += get_gravity() * delta
move_and_slide()
heres the script attached to the character and the list
you're dividing by 0, look for these /