# Stairs Character 3D A simple class based on Godot's default CharacterBody3D with very simple stair stepping ability. Just call "move_and_stair_step()" instead of "move_and_slide()". Only tested with cylinder colliders. Works best with "0.01" collider margin. There are a couple signals you can connect to: - on_stair_step (any step, up or down) - on_stair_step_down - on_stair_step_up Example usage: ```gdscript extends StairsCharacter3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") func _physics_process(delta: float) -> void: # 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) # call move_and_stair_step instead of default move_and_slide move_and_stair_step() ``` # Note This plugin is basically just [Andricraft's GDScript Stairs Character](https://github.com/Andicraft/stairs-character) translated into C++. I made it as a learning exercise for GDExtension.