extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 # Camera rotation parameters var sensitivity: float = 0.2 var min_pitch: float = -60 var max_pitch: float = 60 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var mouse_sens = 0.3 var camera_anglev=0 func _physics_process(delta): # 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) move_and_slide() func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _exit_tree(): Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED) func _input(event): if event is InputEventMouseMotion: handle_camera_rotation(event.relative) func handle_camera_rotation(mouse_delta: Vector2): # Rotate the camera rotate_y(deg_to_rad(-mouse_delta.x * sensitivity)) var new_pitch = rotation_degrees.x - mouse_delta.y * sensitivity #rotation_degrees.x = clamp(new_pitch, min_pitch, max_pitch)