Projectile spawning and curving exponentially upward

Godot Version

godot 4

Player code

extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 2.75

Get the gravity from the project settings to be synced with RigidBody nodes.

var gravity = ProjectSettings.get_setting(“physics/3d/default_gravity”)

Sensitivity for mouse rotation

var mouse_sensitivity = 0.3

Mouse rotation variables

var yaw = 0.0
var pitch = 0.0
var bullet = load(“res://bullet.tscn”) # Corrected the path here

@onready var gun_anim = $glock19/AnimationPlayer
@onready var gun_barrel = $glock19/RayCast3D

func _ready():
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

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("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)

# Check for mouse button press to fire the projectile
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
	fireprojectile()

move_and_slide()

func _input(event):
if event is InputEventMouseMotion:
yaw -= event.relative.x * mouse_sensitivity
pitch -= event.relative.y * mouse_sensitivity
pitch = clamp(pitch, -90, 90)
$Camera3D.rotation_degrees.x = pitch
rotation_degrees.y = yaw

if Input.is_action_just_pressed("pause"):
	Input.mouse_mode = Input.MOUSE_MODE_VISIBLE

func input(event):
if event.is_action_pressed(“fullscreen”):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)

func fireprojectile():
if !gun_anim.is_playing():
gun_anim.play(“Shoot”)

	# Instantiate the projectile
	var instance = bullet.instantiate()
	
	# Set the position
	instance.position = gun_barrel.global_position
	
	# Set the direction based on the gun barrel's forward direction
	var direction = -gun_barrel.global_transform.basis.z.normalized() 

	instance.direction = direction
	
	# Add the instance to the scene
	get_tree().root.add_child(instance)

Projectile code
extends Node3D

const SPEED = 40

@onready var mesh = $MeshInstance3D
@onready var ray = $RayCast3D

var direction = Vector3(0, 0, -1) # Default forward direction

func _ready():
# This function will be called when the projectile is instantiated
# If you want to set the direction based on some initial setup, do it here
pass

func _process(delta):
# Move the projectile in the direction it is facing
var movement = direction * SPEED * delta
position += movement