Issue with non-declared camera (FIXED)

Godot 4.2.2 Stable

I cannot figure out what is wrong, this is part of the player controller, and allows me to look up and down. Any thoughts?

Full script:

extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 4.5

var mouse_sens: float = 0.001

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")

func _input(event: InputEvent) -> void:
	if event is InputEventMouseButton:
	elif event.is_action_pressed("ui_cancel"):
	if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
		if event is InputEventMouseMotion:
			self.rotate_y(-event.relative.x * mouse_sens)
			camera.rotate_x(-event.relative.y * mouse_sens)
			camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-80), deg_to_rad(60))

func _physics_process(delta):
	# Add the gravity.
	if not is_on_floor():
		velocity.y -= 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("left", "right", "forward", "back")
	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
		velocity.x = move_toward(velocity.x, 0, SPEED)
		velocity.z = move_toward(velocity.z, 0, SPEED)


you have not declared the camera variable
it should be something like
@onready var camera=$pathToCamera
replace pathToCamera with your actual path

i see you provided an screenshot of your scene tree .
so it should be
@onready var camera=$Camera3D

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Yeah, I figured that out before this got accepted. I missed the part of my Quake Character that had it so I got it down. Thanks anyway, this is the exact solution.

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