Mink's Godot Greif - Movement controls

Godot version 3.5

Trying to add movement controls to my game, I am looking to add walking, running, jumping, climbing, crouching, and swimming. I had implemented walking & jumping and I am currently In the process of adding the climbing mechanics. My current problem is getting the climbing to work with the walking and jumping. My current problem is gravity.
video of error
TL;DR the gravity is broken and the player just floats upwards endlessly.
This is the code im using, if any one can point out the error so it can be fixed please do so:

extends KinematicBody

#exports
export var max_speed = 10
export var acceleration = 70
export var friction = 30
export var air_friction = 10
export var gravity:float= -40
export var jump_impulse = 20
export var mouse_sensitivity = .1
export var controller_sensitivity = 3
export var rot_speed = 25
export var climb_speed = 3.0

var angular_velocity = 15

#Vectors
var velocity = Vector3.ZERO
var snap_vector = Vector3.ZERO
var direction = Vector3()
var gravity_vec = Vector3()
var movement = Vector3()

#onready vars
onready var spring_arm = $SpringArm
onready var pivot = $Pivot
onready var mesh = $Pivot/skin

#climbing
onready var still_on_wall_check := $Wall_check/still_on_wall_check
onready var wall_check := $Wall_check/wall_check
onready var stick_point_holder = $Stick_point_holder
onready var stick_point = $Stick_point_holder/Stick_point
var is_climbing = false

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

func _unhandled_input(event):
	if event.is_action_pressed("click"):
		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	
	if event.is_action_pressed("toggel_mouse_captured"):
		if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
		else:
			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
			
	if event is InputEventMouseMotion and Input.get_mouse_mode() ==Input.MOUSE_MODE_CAPTURED:
		rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))
		spring_arm.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
			
#physics
func _physics_process(delta):
	var input_vector = get_input_vector()
	var direction = get_direction(input_vector)
	apply_movement(input_vector, direction, delta)
	apply_friction(direction, delta)
	apply_gravity(delta)
	update_snap_vector()
	jump()
	climbing()
	apply_controller_rotation()
	spring_arm.rotation.x = clamp(spring_arm.rotation.x, deg2rad(-65), deg2rad(25))
	velocity = move_and_slide_with_snap(velocity, snap_vector, Vector3.UP, true)
	
	
#inputs
func get_input_vector():
	var input_vector = Vector3.ZERO
	input_vector.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
	input_vector.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
	return input_vector.normalized() if input_vector.length() > 1 else input_vector

func get_direction(input_vector):
	var direction = (input_vector.x * transform.basis.x) + (input_vector.z * transform.basis.z)
	return direction
	
#movement, friction, & gravity
func apply_movement(input_vector, direction, delta):
	if direction != Vector3.ZERO:
		velocity.x = velocity.move_toward(direction*max_speed,acceleration*delta).x
		velocity.z = velocity.move_toward(direction*max_speed,acceleration*delta).z
#		pivot.look_at(global_transform.origin + direction, Vector3.UP)
		pivot.rotation.y = lerp_angle(pivot.rotation.y, atan2(-input_vector.x, -input_vector.z), rot_speed * delta)
		
func apply_friction(direction, delta):
	if direction == Vector3.ZERO:
		if is_on_floor():
			velocity = velocity.move_toward(Vector3.ZERO, friction * delta)
		else:
			velocity.x = velocity.move_toward(direction*max_speed,air_friction*delta).x
			velocity.z = velocity.move_toward(direction*max_speed,air_friction*delta).z

func apply_gravity(delta):
	velocity.y += gravity * delta
	velocity.y = clamp(velocity.y, gravity, jump_impulse)

#snap to floor
func update_snap_vector():
	snap_vector = -get_floor_normal() if is_on_floor() else Vector3.DOWN

#jumping
func jump():
	if Input.is_action_just_pressed("jump") and is_on_floor():
		snap_vector = Vector3.ZERO
		velocity.y = jump_impulse
	if Input.is_action_just_released("jump") and velocity.y > jump_impulse /2:
		velocity.y = jump_impulse / 2

#climbing
func climbing():
	#check if player is able to climb
	if wall_check.is_colliding():
		if still_on_wall_check.is_colliding():
			if Input.is_action_just_pressed("jump"):
				if is_on_floor():
					is_climbing  = false
				else:
					is_climbing = true
			else:
				is_climbing = false
		else:
			#if player is at top of a climb, boost them over the top
			jump()
			yield(get_tree().create_timer(0.3), "timeout")
			is_climbing = false
	is_climbing = false
	
	if is_climbing:
		#if player is climbing disable gravity
		gravity = false
		max_speed = climb_speed
		direction = Vector3.ZERO
		gravity_vec = Vector3.ZERO
		
		#sticks player to the wall
		stick_point_holder.global_transform.origin = wall_check.get_collision_point()
		self.global_transform.origin.x = stick_point.global_transform.origin.x
		self.global_transform.origin.z = stick_point.global_transform.origin.z
		
		#move player relative to the walls normal
		var rot = -(atan2(wall_check.get_collision_normal().z, wall_check.get_collision_normal().x) - PI/2)
		var f_input = Input.get_action_strength("forward") - Input.get_action_strength("back")
		var h_input = Input.get_action_strength("right") - Input.get_action_strength("left")
		direction = Vector3(h_input, f_input, 0).rotated(Vector3.UP, rot).normalized() 
	else:
		gravity = true
		
func _process(delta):
	#turns body in the direction of movement
	if direction != Vector3.ZERO and !is_climbing:
		mesh.rotation.y = lerp_angle(mesh.rotation.y, atan2(-direction.x, -direction.z), angular_velocity * delta)
	elif direction != Vector3.ZERO and is_climbing:
		mesh.rotation.y = -(atan2(wall_check.get_collision_normal().z, wall_check.get_collision_normal().x) - PI/2)

#controller 
func apply_controller_rotation():
	var axis_vector = Vector2.ZERO
	axis_vector.x = Input.get_action_strength("look_right") - Input.get_action_strength("look_left")
	axis_vector.y = Input.get_action_strength("look_down") - Input.get_action_strength("look_up")
	
	if InputEventJoypadMotion:
		rotate_y(deg2rad(-axis_vector.x) * controller_sensitivity)
		spring_arm.rotate_x(deg2rad(-axis_vector.y) * controller_sensitivity)

I’d advise doing something like:

func apply_gravity(delta):
    var v = velocity.y
    var g = gravity * delta
    velocity.y = clampf(velocity.y + g, gravity, jump_impulse)
    print("Vy: %f + %f -> %f" % [v, g, velocity.y])

That should at least tell you what’s happening.

ok i put it in and running the scene for less than 30 seconds gave this:

--- Debugging process started ---
Godot Engine v3.5.stable.official.991bb6ac7 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 4060/PCIe/SSE2
Async. shader compilation: OFF
 
Vy: 0.000000 + -0.666667 -> -0.666667
Vy: -0.666667 + 0.016667 -> 1.000000
Vy: 1.000000 + 0.016667 -> 1.016667
Vy: 1.016667 + 0.016667 -> 1.033333
Vy: 1.033333 + 0.016667 -> 1.050000
Vy: 1.050000 + 0.016667 -> 1.066667
Vy: 1.066667 + 0.016667 -> 1.083333
Vy: 1.083333 + 0.016667 -> 1.100000
Vy: 1.100000 + 0.016667 -> 1.116667
Vy: 1.116667 + 0.016667 -> 1.133333
Vy: 1.133333 + 0.016667 -> 1.150000
Vy: 1.150000 + 0.016667 -> 1.166667
Vy: 1.166667 + 0.016667 -> 1.183333
Vy: 1.183333 + 0.016667 -> 1.200000
Vy: 1.200000 + 0.016667 -> 1.216666
Vy: 1.216666 + 0.016667 -> 1.233333
Vy: 1.233333 + 0.016667 -> 1.250000
Vy: 1.250000 + 0.016667 -> 1.266666
Vy: 1.266666 + 0.016667 -> 1.283333
Vy: 1.283333 + 0.016667 -> 1.300000
Vy: 1.300000 + 0.016667 -> 1.316666
Vy: 1.316666 + 0.016667 -> 1.333333
Vy: 1.333333 + 0.016667 -> 1.350000
Vy: 1.350000 + 0.016667 -> 1.366666
Vy: 1.366666 + 0.016667 -> 1.383333
Vy: 1.383333 + 0.016667 -> 1.400000
Vy: 1.400000 + 0.016667 -> 1.416666
Vy: 1.416666 + 0.016667 -> 1.433333
Vy: 1.433333 + 0.016667 -> 1.450000
Vy: 1.450000 + 0.016667 -> 1.466666
Vy: 1.466666 + 0.016667 -> 1.483333
Vy: 1.483333 + 0.016667 -> 1.500000
Vy: 1.500000 + 0.016667 -> 1.516666
Vy: 1.516666 + 0.016667 -> 1.533333
Vy: 1.533333 + 0.016667 -> 1.549999
Vy: 1.549999 + 0.016667 -> 1.566666
Vy: 1.566666 + 0.016667 -> 1.583333
Vy: 1.583333 + 0.016667 -> 1.599999
Vy: 1.599999 + 0.016667 -> 1.616666
Vy: 1.616666 + 0.016667 -> 1.633333
Vy: 1.633333 + 0.016667 -> 1.649999
Vy: 1.649999 + 0.016667 -> 1.666666
Vy: 1.666666 + 0.016667 -> 1.683333
Vy: 1.683333 + 0.016667 -> 1.699999
Vy: 1.699999 + 0.016667 -> 1.716666
Vy: 1.716666 + 0.016667 -> 1.733333
Vy: 1.733333 + 0.016667 -> 1.749999
Vy: 1.749999 + 0.016667 -> 1.766666
Vy: 1.766666 + 0.016667 -> 1.783333
Vy: 1.783333 + 0.016667 -> 1.799999
Vy: 1.799999 + 0.016667 -> 1.816666
Vy: 1.816666 + 0.016667 -> 1.833333
Vy: 1.833333 + 0.016667 -> 1.849999
Vy: 1.849999 + 0.016667 -> 1.866666
Vy: 1.866666 + 0.016667 -> 1.883332
Vy: 1.883332 + 0.016667 -> 1.899999
Vy: 1.899999 + 0.016667 -> 1.916666
Vy: 1.916666 + 0.016667 -> 1.933332
Vy: 1.933332 + 0.016667 -> 1.949999
Vy: 1.949999 + 0.[...]
 [output overflow, print less text!]
Vy: 2.216666 + 0.016667 -> 2.233332
Vy: 2.233332 + 0.016667 -> 2.249999
Vy: 2.249999 + 0.016667 -> 2.266665
Vy: 2.266665 + 0.016667 -> 2.283332
Vy: 2.283332 + 0.016667 -> 2.299999
Vy: 2.299999 + 0.016667 -> 2.316665
Vy: 2.316665 + 0.016667 -> 2.333332
Vy: 2.333332 + 0.016667 -> 2.349999
Vy: 2.349999 + 0.016667 -> 2.366665
Vy: 2.366665 + 0.016667 -> 2.383332
Vy: 2.383332 + 0.016667 -> 2.399999
Vy: 2.399999 + 0.016667 -> 2.416665
Vy: 2.416665 + 0.016667 -> 2.433332
Vy: 2.433332 + 0.016667 -> 2.449999
Vy: 2.449999 + 0.016667 -> 2.466665
Vy: 2.466665 + 0.016667 -> 2.483332
Vy: 2.483332 + 0.016667 -> 2.499999
Vy: 2.499999 + 0.016667 -> 2.516665
Vy: 2.516665 + 0.016667 -> 2.533332
Vy: 2.533332 + 0.016667 -> 2.549999
Vy: 2.549999 + 0.016667 -> 2.566665
Vy: 2.566665 + 0.016667 -> 2.583332
Vy: 2.583332 + 0.016667 -> 2.599998
Vy: 2.599998 + 0.016667 -> 2.616665
Vy: 2.616665 + 0.016667 -> 2.633332
Vy: 2.633332 + 0.016667 -> 2.649998
Vy: 2.649998 + 0.016667 -> 2.666665
Vy: 2.666665 + 0.016667 -> 2.683332
Vy: 2.683332 + 0.016667 -> 2.699998
Vy: 2.699998 + 0.016667 -> 2.716665
Vy: 2.716665 + 0.016667 -> 2.733332
Vy: 2.733332 + 0.016667 -> 2.749998
Vy: 2.749998 + 0.016667 -> 2.766665
Vy: 2.766665 + 0.016667 -> 2.783332
Vy: 2.783332 + 0.016667 -> 2.799998
Vy: 2.799998 + 0.016667 -> 2.816665
Vy: 2.816665 + 0.016667 -> 2.833332
Vy: 2.833332 + 0.016667 -> 2.849998
Vy: 2.849998 + 0.016667 -> 2.866665
Vy: 2.866665 + 0.016667 -> 2.883332
Vy: 2.883332 + 0.016667 -> 2.899998
Vy: 2.899998 + 0.016667 -> 2.916665
Vy: 2.916665 + 0.016667 -> 2.933331
Vy: 2.933331 + 0.016667 -> 2.949998
Vy: 2.949998 + 0.016667 -> 2.966665
Vy: 2.966665 + 0.016667 -> 2.983331
Vy: 2.983331 + 0.016667 -> 2.999998
Vy: 2.999998 + 0.016667 -> 3.016665
Vy: 3.016665 + 0.016667 -> 3.033331
Vy: 3.033331 + 0.016667 -> 3.049998
Vy: 3.049998 + 0.016667 -> 3.066665
Vy: 3.066665 + 0.016667 -> 3.083331
Vy: 3.083331 + 0.016667 -> 3.099998
Vy: 3.099998 + 0.016667 -> 3.116665
Vy: 3.116665 + 0.016667 -> 3.133331
Vy: 3.133331 + 0.016667 -> 3.149998
Vy: 3.149998 + 0.016667 -> 3.166665
Vy: 3.166665 + 0.016667 -> 3.183331
Vy: 3.183331 + 0.0[...]
 [output overflow, print less text!]
Vy: 3.233331 + 0.016667 -> 3.249998
Vy: 3.249998 + 0.016667 -> 3.266665
Vy: 3.266665 + 0.016667 -> 3.283331
Vy: 3.283331 + 0.016667 -> 3.299998
Vy: 3.299998 + 0.016667 -> 3.316664
Vy: 3.316664 + 0.016667 -> 3.333331
Vy: 3.333331 + 0.016667 -> 3.349998
Vy: 3.349998 + 0.016667 -> 3.366664
Vy: 3.366664 + 0.016667 -> 3.383331
Vy: 3.383331 + 0.016667 -> 3.399998
Vy: 3.399998 + 0.016667 -> 3.416664
Vy: 3.416664 + 0.016667 -> 3.433331
Vy: 3.433331 + 0.016667 -> 3.449998
Vy: 3.449998 + 0.016667 -> 3.466664
Vy: 3.466664 + 0.016667 -> 3.483331
Vy: 3.483331 + 0.016667 -> 3.499998
Vy: 3.499998 + 0.016667 -> 3.516664
Vy: 3.516664 + 0.016667 -> 3.533331
Vy: 3.533331 + 0.016667 -> 3.549998
Vy: 3.549998 + 0.016667 -> 3.566664
Vy: 3.566664 + 0.016667 -> 3.583331
Vy: 3.583331 + 0.016667 -> 3.599998
Vy: 3.599998 + 0.016667 -> 3.616664
Vy: 3.616664 + 0.016667 -> 3.633331
Vy: 3.633331 + 0.016667 -> 3.649997
Vy: 3.649997 + 0.016667 -> 3.666664
Vy: 3.666664 + 0.016667 -> 3.683331
Vy: 3.683331 + 0.016667 -> 3.699997
Vy: 3.699997 + 0.016667 -> 3.716664
Vy: 3.716664 + 0.016667 -> 3.733331
Vy: 3.733331 + 0.016667 -> 3.749997
Vy: 3.749997 + 0.016667 -> 3.766664
Vy: 3.766664 + 0.016667 -> 3.783331
Vy: 3.783331 + 0.016667 -> 3.799997
Vy: 3.799997 + 0.016667 -> 3.816664
Vy: 3.816664 + 0.016667 -> 3.833331
Vy: 3.833331 + 0.016667 -> 3.849997
Vy: 3.849997 + 0.016667 -> 3.866664
Vy: 3.866664 + 0.016667 -> 3.883331
Vy: 3.883331 + 0.016667 -> 3.899997
Vy: 3.899997 + 0.016667 -> 3.916664
Vy: 3.916664 + 0.016667 -> 3.933331
Vy: 3.933331 + 0.016667 -> 3.949997
Vy: 3.949997 + 0.016667 -> 3.966664
Vy: 3.966664 + 0.016667 -> 3.983330
Vy: 3.983330 + 0.016667 -> 3.999997
Vy: 3.999997 + 0.016667 -> 4.016664
Vy: 4.016664 + 0.016667 -> 4.033331
Vy: 4.033331 + 0.016667 -> 4.049998
Vy: 4.049998 + 0.016667 -> 4.066665
Vy: 4.066665 + 0.016667 -> 4.083332
Vy: 4.083332 + 0.016667 -> 4.099998
Vy: 4.099998 + 0.016667 -> 4.116665
Vy: 4.116665 + 0.016667 -> 4.133332
Vy: 4.133332 + 0.016667 -> 4.149999
Vy: 4.149999 + 0.016667 -> 4.166666
Vy: 4.166666 + 0.016667 -> 4.183333
Vy: 4.183333 + 0.016667 -> 4.200000
Vy: 4.200000 + 0.0[...]
 [output overflow, print less text!]
Vy: 4.250000 + 0.016667 -> 4.266667
Vy: 4.266667 + 0.016667 -> 4.283334
Vy: 4.283334 + 0.016667 -> 4.300001
Vy: 4.300001 + 0.016667 -> 4.316668
Vy: 4.316668 + 0.016667 -> 4.333335
Vy: 4.333335 + 0.016667 -> 4.350002
Vy: 4.350002 + 0.016667 -> 4.366669
Vy: 4.366669 + 0.016667 -> 4.383336
Vy: 4.383336 + 0.016667 -> 4.400002
Vy: 4.400002 + 0.016667 -> 4.416669
Vy: 4.416669 + 0.016667 -> 4.433336
Vy: 4.433336 + 0.016667 -> 4.450003
Vy: 4.450003 + 0.016667 -> 4.466670
Vy: 4.466670 + 0.016667 -> 4.483337
Vy: 4.483337 + 0.016667 -> 4.500004
Vy: 4.500004 + 0.016667 -> 4.516671
Vy: 4.516671 + 0.016667 -> 4.533338
Vy: 4.533338 + 0.016667 -> 4.550004
Vy: 4.550004 + 0.016667 -> 4.566671
Vy: 4.566671 + 0.016667 -> 4.583338
Vy: 4.583338 + 0.016667 -> 4.600005
Vy: 4.600005 + 0.016667 -> 4.616672
Vy: 4.616672 + 0.016667 -> 4.633339
Vy: 4.633339 + 0.016667 -> 4.650006
Vy: 4.650006 + 0.016667 -> 4.666673
Vy: 4.666673 + 0.016667 -> 4.683340
Vy: 4.683340 + 0.016667 -> 4.700006
Vy: 4.700006 + 0.016667 -> 4.716673
Vy: 4.716673 + 0.016667 -> 4.733340
Vy: 4.733340 + 0.016667 -> 4.750007
Vy: 4.750007 + 0.016667 -> 4.766674
Vy: 4.766674 + 0.016667 -> 4.783341
Vy: 4.783341 + 0.016667 -> 4.800008
Vy: 4.800008 + 0.016667 -> 4.816675
Vy: 4.816675 + 0.016667 -> 4.833342
Vy: 4.833342 + 0.016667 -> 4.850008
Vy: 4.850008 + 0.016667 -> 4.866675
Vy: 4.866675 + 0.016667 -> 4.883342
Vy: 4.883342 + 0.016667 -> 4.900009
Vy: 4.900009 + 0.016667 -> 4.916676
Vy: 4.916676 + 0.016667 -> 4.933343
Vy: 4.933343 + 0.016667 -> 4.950010
Vy: 4.950010 + 0.016667 -> 4.966677
Vy: 4.966677 + 0.016667 -> 4.983344
Vy: 4.983344 + 0.016667 -> 5.000010
Vy: 5.000010 + 0.016667 -> 5.016677
Vy: 5.016677 + 0.016667 -> 5.033344
Vy: 5.033344 + 0.016667 -> 5.050011
Vy: 5.050011 + 0.016667 -> 5.066678
Vy: 5.066678 + 0.016667 -> 5.083345
Vy: 5.083345 + 0.016667 -> 5.100012
Vy: 5.100012 + 0.016667 -> 5.116679
Vy: 5.116679 + 0.016667 -> 5.133346
Vy: 5.133346 + 0.016667 -> 5.150012
Vy: 5.150012 + 0.016667 -> 5.166679
Vy: 5.166679 + 0.016667 -> 5.183346
Vy: 5.183346 + 0.016667 -> 5.200013
Vy: 5.200013 + 0.016667 -> 5.216680
Vy: 5.216680 + 0.0[...]
 [output overflow, print less text!]
Vy: 5.250014 + 0.016667 -> 5.266681
Vy: 5.266681 + 0.016667 -> 5.283348
Vy: 5.283348 + 0.016667 -> 5.300014
Vy: 5.300014 + 0.016667 -> 5.316681
Vy: 5.316681 + 0.016667 -> 5.333348
Vy: 5.333348 + 0.016667 -> 5.350015
Vy: 5.350015 + 0.016667 -> 5.366682
Vy: 5.366682 + 0.016667 -> 5.383349
Vy: 5.383349 + 0.016667 -> 5.400016
Vy: 5.400016 + 0.016667 -> 5.416683
Vy: 5.416683 + 0.016667 -> 5.433350
Vy: 5.433350 + 0.016667 -> 5.450016
Vy: 5.450016 + 0.016667 -> 5.466683
Vy: 5.466683 + 0.016667 -> 5.483350
Vy: 5.483350 + 0.016667 -> 5.500017
Vy: 5.500017 + 0.016667 -> 5.516684
Vy: 5.516684 + 0.016667 -> 5.533351
Vy: 5.533351 + 0.016667 -> 5.550018
Vy: 5.550018 + 0.016667 -> 5.566685
Vy: 5.566685 + 0.016667 -> 5.583352
Vy: 5.583352 + 0.016667 -> 5.600019
Vy: 5.600019 + 0.016667 -> 5.616685
Vy: 5.616685 + 0.016667 -> 5.633352
Vy: 5.633352 + 0.016667 -> 5.650019
Vy: 5.650019 + 0.016667 -> 5.666686
Vy: 5.666686 + 0.016667 -> 5.683353
Vy: 5.683353 + 0.016667 -> 5.700020
Vy: 5.700020 + 0.016667 -> 5.716687
Vy: 5.716687 + 0.016667 -> 5.733354
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Vy: 10.950006 + 0.016667 -> 10.966672
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Vy: 12.483315 + 0.016667 -> 12.499982
Vy: 12.499982 + 0.016667 -> 12.516648
Vy: 12.516648 + 0.016667 -> 12.533315
Vy: 12.533315 + 0.016667 -> 12.549981
Vy: 12.549981 + 0.016667 -> 12.566648
Vy: 12.566648 + 0.016667 -> 12.583314
Vy: 12.583314 + 0.016667 -> 12.599980
Vy: 12.599980 + 0.016667 -> 12.616647
Vy: 12.616647 + 0.016667 -> 12.633313
Vy: 12.633313 + 0.016667 -> 12.649980
Vy: 12.649980 + 0.016667 -> 12.666646
Vy: 12.666646 + 0.016667 -> 12.683312
Vy: 12.683312 + 0.016667 -> 12.699979
Vy: 12.699979 + 0.016667 -> 12.716645
Vy: 12.716645 + 0.016667 -> 12.733312
Vy: 12.733312 + 0.016667 -> 12.749978
Vy: 12.749978 + 0.016667 -> 12.766644
Vy: 12.766644 + 0.016667 -> 12.783311
Vy: 12.783311 + 0.016667 -> 12.799977
Vy: 12.799977 + 0.016667 -> 12.816644
Vy: 12.816644 + 0.016667 -> 12.833310
Vy: 12.833310 + 0.016667 -> 12.849977
Vy: 12.849977 + 0.016667 -> 12.866643
Vy: 12.866643 + 0.016667 -> 12.883309
Vy: 12.883309 + 0.016667 -> 12.899976
Vy: 12.899976 + 0.016667 -> 12.916642
Vy: 12.916642 + 0.016667 -> 12.933309
Vy: 12.933309 + 0.016667 -> 12.949975
Vy: 12.949975 + 0.016667 -> 12.966641
Vy: 12.966641 + 0.016667 -> 12.983308
Vy: 12.983308 + 0.016667 -> 12.999974
Vy: 12.999974 + 0.016667 -> 13.016641
Vy: 13.016641 + 0.016667 -> 13.033307
Vy: 13.033307 + 0.016667 -> 13.049973
Vy: 13.049973 + 0.016667 -> 13.066640
Vy: 13.066640 + 0.016667 -> 13.083306
Vy: 13.083306 + 0.016667 -> 13.099973
Vy: 13.099973 + 0.016667 -> 13.116639
Vy: 13.116639 + 0.016667 -> 13.133306
Vy: 13.133306 + 0.016667 -> 13.149972
Vy: 13.149972 + 0.016667 -> 13.166638
Vy: 13.166638 + 0.016667 -> 13.183305
Vy: 13.183305 + 0.016667 -> 13.199971
Vy: 13.199971 + 0.016667 -> 13.216638
Vy: 13.216638 + 0.016667 -> 13.233304
Vy: 13.233304 + 0.016667 -> 13.249970
Vy: 13.249970 + 0.016667 -> 13.266637
Vy: 13.266637 + 0.016667 -> 13.283303
--- Debugging process stopped ---

You shouldn’t be seeing those overflow comments for something that’s only printing once per frame, so I’m not sure what’s going on with that.

Ignoring that, your gravity term seems to be positive when it ought to be negative, and it looks a whole lot like you’re running 60fps, and getting delta of 1/60 (which is 0.01666667…), which implies that gravity is 1.0, not -40.0.

Which I bet is from else: gravity = true in your if is_climbing test.

That’s your problem. You’ve got gravity and gravity_vel, and you aren’t being consistent in how you use them. You’re using it as a boolean in the climbing code, but a float velocity in the jump code.

If you want to disable gravity, you either need to set gravity to 0.0 and keep it as a float, or separate out a boolean like gravity_active and use that where you want to turn it on or off.

how would that look like in the code?

Personally, I’d probably do something like:

#[...]

const GRAVITY:      float = -40.0
const JUMP_IMPULSE: float =  20.0

var gravity_active: bool  = true

#[...]
func apply_gravity(delta: float) -> void:
    if gravity_active:
        velocity.y += clampf(velocity.y + (delta * GRAVITY), GRAVITY, JUMP_IMPULSE)

#[...]

func climbing() -> void:
    #[...]
    if is_climbing:
        gravity_active = false
        #[...]
    else:
        gravity_active = true

#[...]

alright, i put it in my code, dose anything else need to be changed? the console says that “clampf” isn’t declared.

extends KinematicBody

#exports
export var max_speed = 10
export var acceleration = 70
export var friction = 30
export var air_friction = 10
export var gravity:float= -0.0
export var jump_impulse = 20
export var mouse_sensitivity = .1
export var controller_sensitivity = 3
export var rot_speed = 25
export var climb_speed = 3.0

const GRAVITY:      float = -40.0
const JUMP_IMPULSE: float =  20.0

var gravity_active: bool  = true
var angular_velocity = 15

#Vectors
var velocity = Vector3.ZERO
var snap_vector = Vector3.ZERO
var direction = Vector3()
var gravity_vec = Vector3()
var movement = Vector3()

#onready vars
onready var spring_arm = $SpringArm
onready var pivot = $Pivot
onready var mesh = $Pivot/skin

#climbing
onready var still_on_wall_check := $Wall_check/still_on_wall_check
onready var wall_check := $Wall_check/wall_check
onready var stick_point_holder = $Stick_point_holder
onready var stick_point = $Stick_point_holder/Stick_point
var is_climbing = false

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

func _unhandled_input(event):
	if event.is_action_pressed("click"):
		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	
	if event.is_action_pressed("toggel_mouse_captured"):
		if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
		else:
			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
			
	if event is InputEventMouseMotion and Input.get_mouse_mode() ==Input.MOUSE_MODE_CAPTURED:
		rotate_y(deg2rad(-event.relative.x * mouse_sensitivity))
		spring_arm.rotate_x(deg2rad(-event.relative.y * mouse_sensitivity))
			
#physics
func _physics_process(delta):
	var input_vector = get_input_vector()
	var direction = get_direction(input_vector)
	apply_movement(input_vector, direction, delta)
	apply_friction(direction, delta)
	apply_gravity(delta)
	update_snap_vector()
	jump()
	climbing()
	apply_controller_rotation()
	spring_arm.rotation.x = clamp(spring_arm.rotation.x, deg2rad(-65), deg2rad(25))
	velocity = move_and_slide_with_snap(velocity, snap_vector, Vector3.UP, true)
	
	
#inputs
func get_input_vector():
	var input_vector = Vector3.ZERO
	input_vector.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
	input_vector.z = Input.get_action_strength("move_backwards") - Input.get_action_strength("move_forward")
	return input_vector.normalized() if input_vector.length() > 1 else input_vector

func get_direction(input_vector):
	var direction = (input_vector.x * transform.basis.x) + (input_vector.z * transform.basis.z)
	return direction
	
#movement, friction, & gravity
func apply_movement(input_vector, direction, delta):
	if direction != Vector3.ZERO:
		velocity.x = velocity.move_toward(direction*max_speed,acceleration*delta).x
		velocity.z = velocity.move_toward(direction*max_speed,acceleration*delta).z
#		pivot.look_at(global_transform.origin + direction, Vector3.UP)
		pivot.rotation.y = lerp_angle(pivot.rotation.y, atan2(-input_vector.x, -input_vector.z), rot_speed * delta)
		
func apply_friction(direction, delta):
	if direction == Vector3.ZERO:
		if is_on_floor():
			velocity = velocity.move_toward(Vector3.ZERO, friction * delta)
		else:
			velocity.x = velocity.move_toward(direction*max_speed,air_friction*delta).x
			velocity.z = velocity.move_toward(direction*max_speed,air_friction*delta).z

func apply_gravity(delta: float) -> void:
    if gravity_active:
        velocity.y += clampf(velocity.y + (delta * GRAVITY), GRAVITY, JUMP_IMPULSE)

#snap to floor
func update_snap_vector():
	snap_vector = -get_floor_normal() if is_on_floor() else Vector3.DOWN

#jumping
func jump():
	if Input.is_action_just_pressed("jump") and is_on_floor():
		snap_vector = Vector3.ZERO
		velocity.y = jump_impulse
	if Input.is_action_just_released("jump") and velocity.y > jump_impulse /2:
		velocity.y = jump_impulse / 2

#climbing
func climbing() -> void:
	#check if player is able to climb
	if wall_check.is_colliding():
		if still_on_wall_check.is_colliding():
			if Input.is_action_just_pressed("jump"):
				if is_on_floor():
					is_climbing  = false
				else:
					is_climbing = true
			else:
				is_climbing = false
		else:
			#if player is at top of a climb, boost them over the top
			jump()
			yield(get_tree().create_timer(0.3), "timeout")
			is_climbing = false
	is_climbing = false
	
	if is_climbing:
		#if player is climbing disable gravity
		gravity_active = false
		max_speed = climb_speed
		direction = Vector3.ZERO
		gravity_vec = Vector3.ZERO
		
		#sticks player to the wall
		stick_point_holder.global_transform.origin = wall_check.get_collision_point()
		self.global_transform.origin.x = stick_point.global_transform.origin.x
		self.global_transform.origin.z = stick_point.global_transform.origin.z
		
		#move player relative to the walls normal
		var rot = -(atan2(wall_check.get_collision_normal().z, wall_check.get_collision_normal().x) - PI/2)
		var f_input = Input.get_action_strength("forward") - Input.get_action_strength("back")
		var h_input = Input.get_action_strength("right") - Input.get_action_strength("left")
		direction = Vector3(h_input, f_input, 0).rotated(Vector3.UP, rot).normalized() 
	else:
		gravity_active = true
		
func _process(delta):
	#turns body in the direction of movement
	if direction != Vector3.ZERO and !is_climbing:
		mesh.rotation.y = lerp_angle(mesh.rotation.y, atan2(-direction.x, -direction.z), angular_velocity * delta)
	elif direction != Vector3.ZERO and is_climbing:
		mesh.rotation.y = -(atan2(wall_check.get_collision_normal().z, wall_check.get_collision_normal().x) - PI/2)

#controller 
func apply_controller_rotation():
	var axis_vector = Vector2.ZERO
	axis_vector.x = Input.get_action_strength("look_right") - Input.get_action_strength("look_left")
	axis_vector.y = Input.get_action_strength("look_down") - Input.get_action_strength("look_up")
	
	if InputEventJoypadMotion:
		rotate_y(deg2rad(-axis_vector.x) * controller_sensitivity)
		spring_arm.rotate_x(deg2rad(-axis_vector.y) * controller_sensitivity)

Ah, ok, use clamp(), I hadn’t noticed you were using Godot 3.x.

alright so the floating into space was fixed but now jumping sends me into the stratosphere.

Probably reduce jump_impulse, then.

ehhhh reducing the jump impulse helps but the player still doesn’t come back down.

I’d suggest logging the guts of apply_gravity() again and see what’s happening with velocity.y.

yeah idk how to do that

func apply_gravity(delta: float) -> void:
    if gravity_active:
        velocity.y += clampf(velocity.y + (delta * GRAVITY), GRAVITY, JUMP_IMPULSE)
        print("Gravity: %f  Velocity: %f" % [delta * GRAVITY, velocity.y])
    else:
        print("No gravity, Velocity: %f" % velocity.y)

yeah, this is what I got

--- Debugging process started ---
Godot Engine v3.5.stable.official.991bb6ac7 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 4060/PCIe/SSE2
Async. shader compilation: OFF
 
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -2.000000
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  [...]
 [output overflow, print less text!]
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  [...]
 [output overflow, print less text!]
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: -0.666667
Gravity: -0.666667  Velocity: 21.000000
Gravity: -0.666667  Velocity: 22.000000
Gravity: -0.666667  Velocity: 23.000000
Gravity: -0.666667  Velocity: 24.000000
Gravity: -0.666667  Velocity: 25.000000
Gravity: -0.666667  Velocity: 26.000000
Gravity: -0.666667  Velocity: 27.000000
Gravity: -0.666667  Velocity: 28.000000
Gravity: -0.666667  Velocity: 29.000000
Gravity: -0.666667  Velocity: 30.000000
Gravity: -0.666667  Velocity: 31.000000
Gravity: -0.666667  Velocity: 11.000000
Gravity: -0.666667  Velocity: 12.000000
Gravity: -0.666667  Velocity: 13.000000
Gravity: -0.666667  Velocity: 14.000000
Gravity: -0.666667  Velocity: 15.000000
Gravity: -0.666667  Velocity: 16.000000
Gravity: -0.666667  Velocity: 17.000000
Gravity: -0.666667  Velocity: 18.000000
Gravity: -0.666667  Velocity: 19.000000
Gravity: -0.666667  Velocity: 20.000000
Gravity: -0.666667  Velocity: 21.000000
Gravity: -0.666667  Velocity: 22.000000
Gravity: -0.666667  Velocity: 23.000000
Gravity: -0.666667  Velocity: 24.000000
Gravity: -0.666667  Velocity: 25.000000
Gravity: -0.666667  Velocity: 26.000000
Gravity: -0.666667  Velocity: 27.000000
Gravity: -0.666667  Velocity: 28.000000
Gravity: -0.666667  Velocity: 29.000000
Gravity: -0.666667  Velocity: 30.000000
Gravity: -0.666667  Velocity: 31.000000
Gravity: -0.666667  Velocity: 32.000000
Gravity: -0.666667  Velocity: 33.000000
Gravity: -0.666667  Velocity: 34.000000
Gravity: -0.666667  Velocity: 35.000000
Gravity: -0.666667  Velocity: 36.000000
Gravity: -0.666667  Velocity: 37.000000
Gravity: -0.666667  Velocity: 38.000000
Gravity: -0.666667  Velocity: 39.000000
Gravity: -0.666667  Velocity: 40.000000
Gravity: -0.666667  Velocity: 41.000000
Gravity: -0.666667  [...]
 [output overflow, print less text!]
Gravity: -0.666667  Velocity: 51.000000
Gravity: -0.666667  Velocity: 52.000000
Gravity: -0.666667  Velocity: 53.000000
Gravity: -0.666667  Velocity: 54.000000
Gravity: -0.666667  Velocity: 55.000000
Gravity: -0.666667  Velocity: 56.000000
Gravity: -0.666667  Velocity: 57.000000
Gravity: -0.666667  Velocity: 58.000000
Gravity: -0.666667  Velocity: 59.000000
Gravity: -0.666667  Velocity: 60.000000
Gravity: -0.666667  Velocity: 61.000000
Gravity: -0.666667  Velocity: 62.000000
Gravity: -0.666667  Velocity: 63.000000
Gravity: -0.666667  Velocity: 64.000000
Gravity: -0.666667  Velocity: 65.000000
Gravity: -0.666667  Velocity: 66.000000
Gravity: -0.666667  Velocity: 67.000000
Gravity: -0.666667  Velocity: 68.000000
Gravity: -0.666667  Velocity: 69.000000
Gravity: -0.666667  Velocity: 70.000000
Gravity: -0.666667  Velocity: 71.000000
Gravity: -0.666667  Velocity: 72.000000
Gravity: -0.666667  Velocity: 73.000000
Gravity: -0.666667  Velocity: 74.000000
Gravity: -0.666667  Velocity: 75.000000
Gravity: -0.666667  Velocity: 76.000000
Gravity: -0.666667  Velocity: 77.000000
Gravity: -0.666667  Velocity: 78.000000
Gravity: -0.666667  Velocity: 79.000000
Gravity: -0.666667  Velocity: 80.000000
Gravity: -0.666667  Velocity: 81.000000
Gravity: -0.666667  Velocity: 82.000000
Gravity: -0.666667  Velocity: 83.000000
Gravity: -0.666667  Velocity: 84.000000
Gravity: -0.666667  Velocity: 85.000000
Gravity: -0.666667  Velocity: 86.000000
Gravity: -0.666667  Velocity: 87.000000
Gravity: -0.666667  Velocity: 88.000000
Gravity: -0.666667  Velocity: 89.000000
Gravity: -0.666667  Velocity: 90.000000
Gravity: -0.666667  Velocity: 91.000000
Gravity: -0.666667  Velocity: 92.000000
Gravity: -0.666667  Velocity: 93.000000
Gravity: -0.666667  Velocity: 94.000000
Gravity: -0.666667  Velocity: 95.000000
Gravity: -0.666667  Velocity: 96.000000
Gravity: -0.666667  Velocity: 97.000000
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--- Debugging process stopped ---
gug, when do new users get upload files?

If you look at that, your velocity is basically GRAVITY * delta until you jump, at which point it’s JUMP_IMPULSE + 1.0. Then it increases by 1.0 each frame.

Though there is that weird anomaly where velocity is -2.0.

I wonder if move_and_slide_with_snap() is doing something? update_snap_vector() is going to give you Vector3.DOWN, which has a y value of -1.0…

is there a way to prevent the jump impulse increasing with each frame?

I don’t think that it’s the jump impulse increasing. Try:

func update_snap_vector():
	snap_vector = -get_floor_normal() if is_on_floor() else Vector3.ZERO

Basically, when you jump, you’re setting your snap vector to Vector3.DOWN, which is apparently actually snapping you into the sky each frame.

no that still didn’t work

Well, my best suggestion is to scatter printing around your code to see if you can figure out what’s adding to velocity.y. There’s not a lot that could, so it should be fairly easy to instrument.

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