Created
July 24, 2023 23:52
-
-
Save bramreth/d9634f4cbbb96f9273622f5c78cd3672 to your computer and use it in GitHub Desktop.
How to make a 3D Platfomer in Godot 4: Setup, Movement, and Camera Controls - code dump
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
extends RigidBody3D | |
var mouse_sensitivity := 0.001 | |
var twist_input := 0.0 | |
var pitch_input := 0.0 | |
@onready var twist_pivot := $TwistPivot | |
@onready var pitch_pivot := $TwistPivot/PitchPivot | |
func _ready() -> void: | |
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) | |
# Called every frame. 'delta' is the elapsed time since the previous frame. | |
func _process(delta: float) -> void: | |
var input := Vector3.ZERO | |
input.x = Input.get_axis("move_left", "move_right") | |
input.z = Input.get_axis("move_forward", "move_back") | |
apply_central_force(twist_pivot.basis * input * 1200.0 * delta) | |
var aligned_force = twist_pivot.basis * input | |
if Input.is_action_just_pressed("ui_cancel"): | |
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) | |
twist_pivot.rotate_y(twist_input) | |
pitch_pivot.rotate_x(pitch_input) | |
pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, | |
deg_to_rad(-30), | |
deg_to_rad(30) | |
) | |
twist_input = 0.0 | |
pitch_input = 0.0 | |
func _unhandled_input(event: InputEvent) -> void: | |
if event is InputEventMouseMotion: | |
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: | |
twist_input = - event.relative.x * mouse_sensitivity | |
pitch_input = - event.relative.y * mouse_sensitivity |
Bro using this code in godot 4 the player just fips down starts to roll how can i fix it
Bro using this code in godot 4 the player just fips down starts to roll how can i fix it
Turn on Deactivation -> Lock Rotation in the properties for the base player object
whatever I do, ANYTHING I do I keep getting errors in lines 39 and 40!!! >⌓<
Script inherits from native type 'RigidBody3D', so it can't be assigned to an object of type: 'MeshInstance3D'
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var mouse_sensitivity := 0.001
var twist_input := 0.0
var pitch_input := 0.0
@onready var twist_pivot := $TwistPivot
@onready var pitch_pivot := $TwistPivot/PitchPivot
@onready var camera := $TwistPivot/PitchPivot/Camera3D
var lock_on := false
var locked_twist := 0.0
var locked_pitch := 0.0
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta):
var gravity = -9.8 # Define the gravity value
func _process(delta: float) -> void:
if Input.is_action_just_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and not lock_on:
twist_input -= event.relative.x * mouse_sensitivity
pitch_input -= event.relative.y * mouse_sensitivity
elif event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.button_index == MOUSE_BUTTON_RIGHT:
if event.pressed:
lock_on = true
locked_twist = twist_pivot.rotation.y
locked_pitch = pitch_pivot.rotation.x
else:
lock_on = false
for anyone who's having issues, this code seems to work for me. :)
You should still be able to follow along with his video in terms of scene trees just make sure the pitch and twist pivots are correct and I used a characterbody3d instead of a rigidbody3d. (Just watch his video and then use this code if you have issues)