extends CharacterBody3D @export var SPEED = 1.0 @onready var camera_3d: Camera3D = $CameraPivot/SubPivot/Camera3D func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += Vector3.DOWN * 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("move_left", "move_right", "move_up", "move_down") input_dir = input_dir.rotated(-camera_3d.global_rotation.y) 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()