// meta-description: Classic movement for gravity games (FPS, TPS, ...) using _BINDINGS_NAMESPACE_; using System; public partial class _CLASS_ : _BASE_ { public const float Speed = 5.0f; public const float JumpVelocity = 4.5f; // Get the gravity from the project settings to be synced with RigidDynamicBody nodes. public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); public override void _PhysicsProcess(float delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.y -= gravity * delta; // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) velocity.y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); if (direction != Vector3.Zero) { velocity.x = direction.x * Speed; velocity.z = direction.z * Speed; } else { velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed); } Velocity = velocity; MoveAndSlide(); } }