Godot Version
4.5.1
Question
Hi! I've been having various troubles with my CharacterBody3D in relation to movement and I've been searching for hours trying to find a fix to no avail. Previously, I was using a Node 3D with a camera attached, and had an odd issue where my character could only move if I rapidly flicked the camera left and right, even falling would pause if i didnt move the camera. I completely removed that camera from the scene and the script and made a new SpringArm3D parented camera with a new script, and *now* the player character cannot move at all. Attached are the only 2 scripts in the scene. I have tried enabling physics interpolation, changing tick rate, changing collision shape, but no luck so far. tysm for any help!
player.gd for the player themself
extends CharacterBody3D
@onready var animation_player: AnimationPlayer = $visuals/mixamo_base/AnimationPlayer
@onready var visuals: Node3D = $visuals
var SPEED = 3.0
const JUMP_VELOCITY = 4.5
var walking_speed = 3.0
var running_speed = 5.0
@export var sens_horizontal = 0.4
@export var sens_vertical = 0.4
func _physics_process(delta: float) -> void:
if Input.is_action_pressed("run"):
SPEED = running_speed
else:
SPEED = walking_speed
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# 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("left", "right", "forward", "backward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
if animation_player.current_animation != "walking":
animation_player.play("walking")
visuals.look_at(position + direction)
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
if animation_player.current_animation != "idle":
animation_player.play("idle")
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
and camera_spring_arm.gd for the camera
extends SpringArm3D
@export var mouse_sensibility: float = 0.005
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event : InputEvent) -> void:
if event is InputEventMouseMotion:
rotation.y -= event.relative.x * mouse_sensibility
rotation.x -= event.relative.y * mouse_sensibility