extends CharacterBody3D @onready var camera: Camera3D = $PlayerCamera const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const MOUSE_SENSITIVITY = 0.005 func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: rotate_y(-event.screen_relative.x * MOUSE_SENSITIVITY) camera.rotate_x(-event.screen_relative.y * MOUSE_SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-80), deg_to_rad(80)) 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 var right:Vector3 = (global_transform.basis.x * Vector3(1, 0, 1)).normalized() var forward:Vector3 = (global_transform.basis.z * Vector3(1, 0, 1)).normalized() if Input.is_key_pressed(KEY_LEFT) or Input.is_key_pressed(KEY_A): global_translate(-right * SPEED * delta) if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): global_translate(right * SPEED * delta) if Input.is_key_pressed(KEY_UP) or Input.is_key_pressed(KEY_W): global_translate(-forward * SPEED * delta) if Input.is_key_pressed(KEY_DOWN) or Input.is_key_pressed(KEY_S): global_translate(forward * SPEED * delta) move_and_slide()