Rotate CharacterBody3D using Camera Transform

Godot Version

v4.2.2.stable.official [15073afe3]

Question

I am trying to create my first 3D game using Godot. I have some experience programming in other languages and using other game engines for 2D games. This game will be a very simple third person game. To keep things encapsulated I have created a player scene and a camera scene which are siblings in the main game scene. I use an export variable to set the player as a target for the camera. The camera script handles all the logic for looking around with the mouse and following the target. Now I want to be able to rotate the player when pressing the forward key into the direction of the camera however I am not sure the best way to access the camera transform without hardcoding a reference to it.

The camera scene is structured as SpringArm3D > Camera3D

Camera Script
extends SpringArm3D

@export var target: CharacterBody3D
@export var target_offset: Vector3 = Vector3.ZERO

# Store the camera rotation.
var pitch: float = 0.0
var yaw: float = 0.0

func _ready() -> void:
	# Prevent the spring arm from colliding with the target.
	add_excluded_object(target)
	
	# Capture the mouse.
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _unhandled_input(event) -> void:
	if event is InputEventMouseMotion:
		# Change the pitch while keeping the angle between min and max.
		pitch -= event.relative.y * 0.1
		pitch = clamp(pitch, -90.0, 30.0)
		
		# Change the yaw while wrapping the angle between 0 and 360.
		yaw -= event.relative.x * 0.1
		yaw = wrapf(yaw, 0.0, 360.0)
		
		# Set camera transform basis.
		transform.basis = Basis()
		rotate_x(deg_to_rad(pitch))
		rotate_y(deg_to_rad(yaw))

func _physics_process(delta) -> void:
	# Follow the target.
	transform.origin = target.transform.origin + target_offset

The player script is currently just the default CharacterBody3D script:

Player Script
extends CharacterBody3D


const SPEED = 5.0
const JUMP_VELOCITY = 4.5

# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")


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)

	move_and_slide()

One way I thought of doing this was to set the camera SpringArm3D node as top level, then in the player scene add the camera scene as a child. Then I would access the camera transform using the unique name accessor. This feels a bit janky and I would rather keep the camera and player separated if at all possible. I have also read about RemoteTransform3D in the documentation. Would it be possible to somehow transmit the camera transform to the player using this?