extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const MOUSE_SENSITIVITY = 0.1 var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var camera_rotation = Vector2() func _input(event): if event is InputEventMouseMotion: camera_rotation -= event.relative * MOUSE_SENSITIVITY 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("Left", "Right", "Forward", "Back") 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() # Rotate the character's camera based on mouse input. $Camera3D.rotation_degrees.y = camera_rotation.x $Camera3D.rotation_degrees.x = clamp(camera_rotation.y, -90, 90)