extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 var mouse_sens = 0.3 var camera_anglev=0 func _input(event): if event is InputEventMouseMotion: $Body.rotate_y(deg_to_rad(-event.relative.x*mouse_sens)) var changev=-event.relative.y*mouse_sens $Body/CameraMount.rotate_x(deg_to_rad(-event.relative.y*mouse_sens)) #var changev=-event.relative.x*mouse_sens #if camera_anglev+changev>-50 and camera_anglev+changev<50: #camera_anglev+=changev #$CameraMount.rotate_x(deg_to_rad(changev)) 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("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()