// 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; public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) { velocity += GetGravity() * (float)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 * 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(); } }