Godot Lectures
Godot 0 - Downloading Godot Application
Example 3D character script
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var mouse_sensitivity := 0.002
@export var max_look_angle := 80.0
@onready var camera_pivot := $CameraPivot
var pitch := 0.0
var last_y := 0
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# 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()
if int(last_y) != int(global_position.y):
print(global_position.y)
last_y = global_position.y
func _unhandled_input(event):
if event.is_action_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)
if event is InputEventMouseMotion:
# Yaw: rotate the body
rotate_y(-event.relative.x * mouse_sensitivity)
# Pitch: rotate the camera pivot
pitch -= event.relative.y * mouse_sensitivity
pitch = clamp(pitch, deg_to_rad(-max_look_angle), deg_to_rad(max_look_angle))
camera_pivot.rotation.x = pitch