extends CharacterBody3D @export var camera : Camera3D; const SPEED = 20 const JUMP_VELOCITY = 9 # Get the gravity from the project settings to be synced with RigidDynamicBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") 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") # calculate the direction relative to the camera var camera_dir = camera.get_global_transform().basis.z camera_dir.y = 0 camera_dir = camera_dir.normalized() var move_dir = camera_dir * input_dir.y + camera.get_global_transform().basis.x * input_dir.x move_dir.y = 0 # calculate the speed based on the input direction if move_dir: velocity.x = move_dir.x * SPEED velocity.z = move_dir.z * SPEED else: velocity.x = move_toward(velocity.x, 0, 1) velocity.z = move_toward(velocity.z, 0, 1) move_and_slide()