extends CharacterBody3D
@onready var head = $head
var SPEED = 5.0
const JUMP_VELOCITY = 4.5
const mouse_sens = 0.4
# 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
#hide your mouse
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
---------------------PROBLEM (prob)------------------------------------------------------------
func _input(event):
if event is InputEventMouseMotion:
rotate_y(deg_to_rad(-event.relative.x * mouse_sens))#this would rotate the whole "player" node left/right
head.rotate_x(deg_to_rad(-event.relative.y * mouse_sens)) #rotates only the head up/down
head.rotation.x = clamp(head.rotation.x,deg_to_rad(-89),deg_to_rad(89))#limits how far you can look down
------------------------------------------------------------------------------
# Handle jump.
if Input.is_action_just_pressed("ui_accept") 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("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)
move_and_slide()
its basically code from this video but more simple https://www.youtube.com/watch?v=xIKErMgJ1Yk
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Assets : https://github.com/lukky-nl/FPS-controller-assets
Kenney : https://www.kenney.nl/
Poly haven : https://polyhaven.com/hdris
This is part 1 of a 3 part fps contoller tutorial series!