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@bramreth
Created July 24, 2023 23:52
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How to make a 3D Platfomer in Godot 4: Setup, Movement, and Camera Controls - code dump
extends RigidBody3D
var mouse_sensitivity := 0.001
var twist_input := 0.0
var pitch_input := 0.0
@onready var twist_pivot := $TwistPivot
@onready var pitch_pivot := $TwistPivot/PitchPivot
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var input := Vector3.ZERO
input.x = Input.get_axis("move_left", "move_right")
input.z = Input.get_axis("move_forward", "move_back")
apply_central_force(twist_pivot.basis * input * 1200.0 * delta)
var aligned_force = twist_pivot.basis * input
if Input.is_action_just_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
twist_pivot.rotate_y(twist_input)
pitch_pivot.rotate_x(pitch_input)
pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x,
deg_to_rad(-30),
deg_to_rad(30)
)
twist_input = 0.0
pitch_input = 0.0
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
twist_input = - event.relative.x * mouse_sensitivity
pitch_input = - event.relative.y * mouse_sensitivity
@Maxim674
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Error at line 20 (unused variable)

@NobleGator
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@GameDev678

Hello i am getting a error at Line 14

Select correct path for the @onready variables at lines 7 and 8.

@drake-best
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Error at line 20 (unused variable)

Yeah it isn't included in the tutorial video. I just deleted line 21, "var aligned_force = twist_pivot.basis * input" and everything started working fine.

@Elimen210
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Hello I got an error at the line 27

@ZachM2000
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ZachM2000 commented Jul 17, 2024

extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 4.5

var mouse_sensitivity := 0.001
var twist_input := 0.0
var pitch_input := 0.0

@onready var twist_pivot := $TwistPivot
@onready var pitch_pivot := $TwistPivot/PitchPivot
@onready var camera := $TwistPivot/PitchPivot/Camera3D

var lock_on := false
var locked_twist := 0.0
var locked_pitch := 0.0

func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

func _physics_process(delta):
var gravity = -9.8 # Define the gravity value

if is_on_floor():
	if Input.is_action_just_pressed("ui_accept"):
		velocity.y = JUMP_VELOCITY
else:
	velocity.y += gravity * delta  # Apply gravity when not on floor

var input_dir = Vector2()
input_dir.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
input_dir.y = Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
var direction = (twist_pivot.global_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 _process(delta: float) -> void:
if Input.is_action_just_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)

if lock_on:
	twist_pivot.rotation.y = locked_twist
	pitch_pivot.rotation.x = locked_pitch
else:
	twist_pivot.rotate_y(twist_input)
	pitch_pivot.rotate_x(pitch_input)
	pitch_pivot.rotation.x = clamp(pitch_pivot.rotation.x, deg_to_rad(-30), deg_to_rad(30))

twist_input = 0.0
pitch_input = 0.0

func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and not lock_on:
twist_input -= event.relative.x * mouse_sensitivity
pitch_input -= event.relative.y * mouse_sensitivity
elif event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.button_index == MOUSE_BUTTON_RIGHT:
if event.pressed:
lock_on = true
locked_twist = twist_pivot.rotation.y
locked_pitch = pitch_pivot.rotation.x
else:
lock_on = false

for anyone who's having issues, this code seems to work for me. :)

You should still be able to follow along with his video in terms of scene trees just make sure the pitch and twist pivots are correct and I used a characterbody3d instead of a rigidbody3d. (Just watch his video and then use this code if you have issues)

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