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:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()