Godot Version
Godot 4.5.1 (Steam)
Question
The mouse should move the camera, what am I doing wrong?
extends CharacterBody3D
@onready var head = $Head
@onready var camera = $Head/Camera3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_jump") 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("ui_left", "ui_right", "ui_up", "ui_down")
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()
var mouse_sensitivity = 0.002
var mouse_look_sensitivity = 0.002
var camera_pitch = 0.0
const CAMERA_PITCH_MIN = deg_to_rad(-80.0)
const CAMERA_PITCH_MAX = deg_to_rad(80.0)
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * mouse_look_sensitivity)
# Pitch (Rotate the Camera/X-axis)
camera_pitch -= event.relative.y * mouse_sensitivity
camera_pitch = clamp(camera_pitch, CAMERA_PITCH_MIN, CAMERA_PITCH_MAX)
camera.rotation.x = camera_pitch