Godot Version
v4.1.1.stable.official
Question
I wasn’t sure whether to put this in the Programming or UI category, but I figured it would work better in the UI category. I’m using a modified version of the built in 3D_Player_Movement script for a simple project I’m creating mainly for practice. Camera movement works completely fine, until the moment I add a control node to the node tree, at which point my camera can not move. I’ll admit that I haven’t done much with control nodes or 3D nodes, so it’s possible I’m missing something pretty big.
extends CharacterBody3D
const SPEED = 3.5
const sprintMultiplier = 2
const JUMP_VELOCITY = 3.5
var canJump = false
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var neck := $NeckJoint
@onready var camera := $NeckJoint/PlayerCamera3D
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event):
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x * 0.01)
func _physics_process(delta):
if Input.is_action_pressed("CharacterAction") and not canJump:
camera.rotation_degrees = Vector3(0, 180, 0)
else:
camera.rotation_degrees = Vector3(0, 0, 0)
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("CharacterAction") and is_on_floor() and canJump:
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("MoveLeftward", "MoveRightward", "MoveForward", "MoveBackward")
var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if Input.is_action_pressed("Sprint"):
direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() * sprintMultiplier
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()
The scene looks like this. The only difference beforehand was no control or label node.
I’d really appreciate any help with this!