extends CharacterBody3D const SPEED = 8.0 const JUMP_VELOCITY = 7 var camera_sens: float = 0.005 @onready var h_rotation: Node3D = $"H-Rotation" func _input(event: InputEvent) -> void: if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: var look_dir = event.relative * 1 rotation.y -= look_dir.x * camera_sens * 1.0 h_rotation.rotation.x = clamp( h_rotation.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5 ) func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta else: # Handle jump. 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("move_left", "move_right", "move_forward", "move_backward") 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()