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Save bramreth/d9634f4cbbb96f9273622f5c78cd3672 to your computer and use it in GitHub Desktop.
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 |
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'
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"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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
i got really annoyed by the fact that you cant set the mouse mode back to captured once you turned it visible so here is a little fix for that
Turn on Deactivation -> Lock Rotation in the properties for the base player object