Godot Version
Godot v4.5.1-stable-Win64
Question
So hi.
I'm very new to Godot, a friend of mine suggested I give it a shot as I was looking for a new hobby. Everything seemed like it was going fine, stuff I predicted would be easy and things I knew were going to be difficult.
That said I am stumped on this one issue. I have created a simple character, a pill man. It can move using WASD, can jump with space, can follow the mouse to look around, player has a head bobbing animation and it can press shift to crouch... that's where the issue is. My pill man keeps clipping into the terrain I have set up, sometimes it takes spamming shift and space to get out and other times it completely clips through into the void. I have tried replacing the terrain with a thicker .obj and the issue persists, I have tried messing around with the collision shapes and yet to no avail. Here is a copy of my script for the player:
extends CharacterBody3D
const SPEED = 5.0
var crouch_speed = 2.5
const JUMP_VELOCITY = 4.5
var sensivity = 0.003
@onready var camera = %Camera3D
var crouch_height = 0.5
var stand_height = 2
var crouching = false
func _ready() -> void:
$Head/AnimationPlayer .play("Head Bob")
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func crouch():
if Input.is_action_just_pressed("crouch"):
crouching = !crouching
if crouching:
$CollisionShape3D.shape.height = crouch_height
else:
$CollisionShape3D.shape.height = stand_height
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * sensivity)
camera.rotate_x(-event.relative.y * sensivity)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(70))
func _physics_process(delta: float) -> void:
# Add the gravity.
crouch()
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.a
if Input.is_action_just_pressed("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("left", "right", "up", "down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
if $Head/AnimationPlayer.speed_scale != 2.5:
$Head/AnimationPlayer.speed_scale = 2.5
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
if $Head/AnimationPlayer.speed_scale != 0.0:
$Head/AnimationPlayer.speed_scale = 0.0
if !crouching:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
elif crouching:
velocity.x = move_toward(velocity.x, 0, crouch_speed)
velocity.z = move_toward(velocity.z, 0, crouch_speed)
move_and_slide()
func _process(_delta):
if Input.is_action_just_pressed("escape"):
get_tree().quit()
Apologies if it looks like spaghetti code, It’s my first time coding anything.
Any feedback on how I could solve this would be greatly appreciated!


