Trouble Making Character Move With Camera
Godot Version
4.3
Question
I have followed this tutorial: https://www.youtube.com/watch?v=-WuvOVqbsTk Help
And at the end when I want to make the character move with the camera, so when you are looking a certain direction and you press ‘W’ you go that direction you’re looking instead of the direction where you start. I followed the last part but I am still unsuccessful in it working.
Here is my code:
extends CharacterBody3D
@onready var neck := $neck
@onready var camera := $neck/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_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("move_left", "move_right", "move_forward", "move_backward")
var direction = (neck.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()
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif event.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x*0.005)
camera.rotate_y(-event.relative.x*0.005)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60))
Any ideas on how I can fix it?