CharacterBody3D Template Script with Overridable input_dir

Note: Before following this tip/trick add these input map actions or similar:
“move_left”, “move_right”, “move_forward”, “move_backward”

Input Map Initial Settings


The default CharacterBody3D template script suggests:

“you should replace UI actions with custom gameplay actions.”

Sometimes you just don’t want to replace existing actions.
So my current poor solution is declaring input_dir as @export variable and introducing and exporting custom_input_dir.

@export var input_dir : Vector2 
@export var custom_input_dir = false

and then introducing if not custom_input_dir: statement:

Now it’s all ready.
This way you could now nest a subnode (with an attached script) under CharacterBody3D and override input_dir, and that’s what we will talk about next.

Overriding input_dir using subnode

Foreshadowing results:
This is what we will do next.
How to:

class_name CharacterInput

extends Node

func _process(delta: float) -> void:
	get_parent().input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
	get_parent().custom_input_dir = true

Save this script as MyCharacterInput.gd script and then use/add new node called CharacterInput: look up for node named CharacterInput, it should appear among other nodes, just use search.


Demo

Again, Final version

Full modified CharacterBody3D.gd template script with ability to override input_dir

extends CharacterBody3D


const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var input_dir : Vector2 
@export var custom_input_dir = false

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.
	if not custom_input_dir:
		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()