How can I stop jumping off the slope when going down? (CharacterBody3D)

Godot 4.3 (stable)

The issue at hand…

When I go down a slope with my CharacterBody, it throws me off when I go down, so I basically “jump” off of it. I don’t walk down it. How can I fix this weird issue? I know slopes are annoying. I’m pretty amateur so I apologize if this question is dumb.

Here’s my code:

extends CharacterBody3D

@export var mouse_sensitivity: float = 0.005
@export var SPEED = 20
@export var JUMP_VELOCITY = 8


@onready var camera = $Camera3D


var xform : Transform3D
var yaw = 0.0
var pitch = 0.0

func _ready():
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _input(event):
	if event is InputEventMouseMotion:
		yaw -= event.relative.x * mouse_sensitivity
		pitch -= event.relative.y * mouse_sensitivity
		pitch = clamp(pitch, -PI/4, PI/4)  # Restrict vertical look range
		rotation.y = yaw
		camera.rotation.x = pitch

func _physics_process(delta: float) -> void:
	# Apply gravity
	if not is_on_floor():
		velocity.y -= 9.8 * delta  # Default gravity in Godot is ~9.8

	# Handle jump
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY

	# Get movement input and apply it relative to camera
	var input_dir = Input.get_vector("left", "right", "forward", "back")
	var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()

	# Update the velocity and move the character
	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)
	
	if Input.is_action_pressed("ui_cancel"):
		get_tree().quit()
	
	move_and_slide()

1 Like

The CharacterBody3D has a floor snap length property, by default it is really short, try increasing that property.

1 Like