As badunius pointed out, a capsule shape is better for collision because it is a simpler shape. When you're creating a collision shape make sure to use that. This has been updated on github. Also make sure to turn on collisions for any CSG boxes you add or you will fall through the floor.
@@Kirico_gd Head pivot is for horizontal rotation and Camera is for vertical the camera portion of the script should look like this head.rotate_y(-event.relative.x * SENSITIVITY) camera.rotate_x(-event.relative.y * SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-45), deg_to_rad(45))
One of the best First Person tutorials I've ever found for Godot. A LOT of other videos seem to throw out the sample code for far more complex code that just dose the same basic stuff in a different way. I like how you just build off it instead, and provided us with a simple, yet highly configurable base. I also learned a few tricks I can apply in my 2.5D character controller since it also uses the same sample code. From here, I'll be looking to add in a raycast system in order to see what the player is looking at and maybe a menu system, which I now know how to do thanks to people like you!
@@legiongames2400Hey man! Cool vid, i really like that headbob. But, how can i make footsteps sounds with it? (I hate animation player and blend tree headbobbing)
0:45 technically capsule collision shape gotta be better for perfomance, because you have to solve just one primitive collision, whereas a convex hull is solved on per face basis.
way better for performance. You could argue that the capsule is calculating 3 shapes, (2 spheres, 1 cylinder), but the calculations to do those is ludicrously simple and fast. Switching to face collisions is not great.
I've always just used a cylinder for character collisions! I've found its the simplest possible shape which also gives the best results for collisions!
Hello LegionGames! I wanted to thank you for creating this video. I recently wrapped up my Godot 4 FPS prototype and this video played a monumental role in getting the initial player controller implemented and working for my project. I just published my video of it on my page and have added you in the game's credits as a thank you for this tutorial video. Thanks so much again and looking forward to future uploads!
this was amazing. incredibly fast, and concise. thank you! for any new game devs like me who couldn't figure out the collision at the beginning of the video: Just click CSGBox3D, and in the CSGShape3D menu on the right, click the checkbox next to "Use Collision". Make sure to do this for the other boxes you make for the level too. You can CTRL+click all the boxes you want to add collision to and add it to all of them at once.
great tutorial, thanks a lot. To anyone new to godot, if you are confused about what a function is doing, then i recommend printing out the variable the function is modifying. This helped me understand a few things a bit better
I find it easier to pull better snippets of code and explanations from random tutorial vids than to watch tutorials on specific subjects as some tutorials will mislead you from what you want to actually accomplish in your code.
Great tutorial! You went a little bit fast at times, but manageable with some rewinding. You explained everything done, which is a huge help with being able to manipulate the code without much prior coding experience. Keep up the good work!
5:15 or even better, you can rotate your entire body along the Y axis and not just your head. Shadows will give you away if you'll switch to a non symmetrical body.
thank you for this, until I rotated the head, the body didn't rotate, and so I looked backwards then walked forwards, I'd be going backwards, but rotating the body fixed that.
@@Jacklo-the-catsect well thats cause you multiplied the direction by the forward vector of your actual player, not your head (not trying to justify using the head, just sayin)
This fix is also better in the way that now your starting rotation of the body doesn't have to be zero in the engine. Now you can rotate the entire body to your hearts content in the engine without it messing up local an worldposition's whilst walking
Just for anyone running into trouble here, you will be replacing head.rotate_y(-event.relative.x * SENSITIVITY) with rotate_y(-event.relative.x * SENSITIVITY) to accomplish this, since if we rotate_y (or do any translations or rotations without specifying what we are translating or rotating) we will enact this on the 'scene' that the script is attached to, in this case the root "Player"
I won"t lie I had trouble keeping up but this tutorial helped me figure out how to apply inertia easier so thank you for that hopefully ill be able to comprehend the rest as i continue messing with Godot. Wish me luck!
idk if you see this but thank you! I get really discouraged when I look at godot tutorials and they are like 1-10 hours long, a series with 10-20 minute videos is perfect for me! Happy holidays! (if you celebrate any)
One thing that's easy to miss cause the effect is subtle but if you have no velocity you don't reset t_bob value so your camera could be shifted ever so slightly from the bob when not moving anymore.
Absolutely wonderful tutorial, thanks so much. I am a rank n00b to game dev in general, having downloaded Godot last week. I found it super instructive to type the script along with the video, but to use the Git download to help with fault-finding, when I inevitably made mistakes.
I am starting now on the game dev world and this was the first video I found that didn't bore me to death! Straight to the point and great humour! I was planning on doing a single player arena shooter and you have the perfect video. Thank you so so much, I really hope you have lot of success in your life ☺
Tip for people: When you set up the sprint mechanic, we start it with "if Input.is_action_pressed("Sprint"):" before starting the next line, add "and is_on_floor()" to make sure that the player cant "sprint" in the air, this also stops the player from being able to shoot forward in the air after standing still. So overall, you code should look like: if Input.is_action_pressed("Sprint") and is_on_floor(): speed = SPRINT_SPEED else: speed = WALK_SPEED Just swap it out if you want ✌✌
this seems very useful! the one thing i'd REALLY like to see would be stair handling? none of the player controller tutorials seem to care about being able to use stairs.
Yeah stairs are a little more difficult tbh, I would love to make a more complete controller one day, but there's a really well-made video that describes the concept in general concepts: ruclips.net/video/ILVUc_yV24g/видео.htmlsi=rZX2XExOCMyssIs3
This was exactly what I needed while I'm learning, thank you! Now for that extra juice I gotta find some way to add a little acceleration and hopefully a faster initial jump speed like source games...
I know a lot of people dislike the speed you have but for someone who is already somewhat familiar with programming it makes it easier to work. Also I like not having every detail of programming retaught to me like I know nothing lol
Thank you so much for this tutorial. I've never really gotten into coding before, so I'm attempting to learn Godot to get into the swing of things. I would love to see another video perhaps diving into crouching implementation as well as crouch sliding! :)
For anyone wanting to untie player movement from physics tickrate: For me moving move_and_slide() to _process(delta) instead of _physics_process(delta) fixed the "laggy" 60fps camera translation movement. Now my physics framerate is 30 to save performance on the CPU and it still feels good :)
Your content is great, you have a good pace (I like the 'faster' pace that you use), and Godot will be all the hype soon enough thanks to Unity's foolery. I subscribed, thank you so much for taking your valuable time to make this content for us. You make learning Godot fun!
you can include camera tilt when moving in a direction it looks really cool in part 2 ,can add sound effects for jumping,landing, running, add particles and crouch/sliding hehe ik its too much but would love to see that
@@ProbablyM_S LMAO my bad if that sounded sarcastic. No, I'm serious, sound effects are a little tricky here so would be cool to do a vid on that. Plus extra camera movement like a little drop when you land, tilt on strafe, etc would make it even more juicy.
@@legiongames2400 proper shooter tutorials with actual animated characters are thin on the ground for Godot so I hope the.algorithm catches wind of it.
Tried following the tutorial but my player keeps falling through the CSGBox whenever I run the game. So I'm stuck at about the @1:30 minute mark. Also pls say in the future how you do simple things like resize the mesh
here is how to fix it so first you click the box and go into the panel on the right it says use collision, check that and it should work i had the same issue
One thing I noticed is that there was a blurr on the edges of ojects when rotating the camera, this is because the rotation is calculated on the physics layer intbeween frames when it should be calculated on the frame layer _process().
Remove the semi-colon before "= (head.transform....." That's the fix I found online. Not sure if he does it earlier in the video without showing or if the newer version of Godot puts it in.
If anyone is having issues with a certain error found in the console about _headbob. (This error: Standalone lambdas cannot be accessed. Consider assigning it to a variable.) The error you're encountering is due to the indentation of the _headbob function. In Godot, all functions need to be properly indented at the class level. Here is the corrected script: extends CharacterBody3D const SPEED = 6.5 const JUMP_VELOCITY = 6 const SENSITIVITY = 0.005 const BOB_FREQ = 2.0 const BOB_AMP = 0.08 var t_bob = 0.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = 9.8 @onready var head = $Head @onready var camera = $Head/Camera3D func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _unhandled_input(event): if event is InputEventMouseMotion: head.rotate_y(-event.relative.x * SENSITIVITY) camera.rotate_x(-event.relative.y * SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60)) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("left", "right", "up", "down") var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = 0.0 velocity.z = 0.0
Hey thanks man! I just have a problem with the last part func _headbob(time) -> Vector3: The error is error at (52, 36): Expected intendet block after lambda declaration. Parser Error: Cannot use shorthand "get_node()" notation ("$") on a class that isnt a node.
5:15 i cant do thing that you did its showing the error: "Cannot infer the type of "direction" variable because the value doesn't have a set type" please help.
Remove the semi-colon before "= (head.transform....." That's the fix I found online. Not sure if he does it earlier in the video without showing or if the newer version of Godot puts it in.
This is a suggestion for a good mouse handling format. That way you can capture and uncapture the mouse super easy and also the camera doesn't move when the mouse is visible. #Capture mouse handling if event is InputEventMouseButton: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) elif event.is_action_pressed("ui_cancel"): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) #Mouse movement if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: head.rotate_y(-event.relative.x * SENSITIVITY) camera.rotate_x(-event.relative.y * SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
It would be amazing if you could do crouching and sliding based on current velocity (so you can slide down a slope).I've been trying to wrap my head around it for some days now without success... Great tutorial by the way!
If you update camera bobbing inside the physics process won't the movement look jittery in higher refresh screens? I can't test it myself but maybe it would look smoother in the normal process.
on 4.3 for the view bobbing for one of the last scripts func _headbob(time) -> vector3. It dosent work please help. It always says"Standlone lambdas cannot be accesed, please give it a variable"
For anyone who’s FOV was going way too high whenever they moved I found that changing the velocity_clamped variable at the very end of the line to SPRINT_SPEED * 1.3 instead of having it times 2 fixed the issue.
Hey! I know this is a bit late for a 2 months old video but can you also show me how we can implement the crouch mechanic as well the slide? That would be very helpful from you, Great tutorial by the way!
for crouching, just scale down the collision on vertical axis and lower the camera position. also you should do a line trace when uncrouching to make sure your character has the space to stand up for sliding do the same stuff but also stop using the player input for movement/velocity but instead store the forward direction when the slide is first activated and use it for the movement, then decelerate to taste until equal to crouched walkspeed then start using normal crouching behaviour. also make a state machine for movement. i.e. make an enum for movement states like walking/crouched/sliding. then use a switch/match statement to set the velocity in the way each of those states requires
Do NOT put a space in "Vector3" worst mistake of my life Very noob-friendly tutorial so far. This video is my first try at using Godot or any software. Gonna finish the sprint later today. Huge thanks!
just like to ask but for some reason the "func _ready():Input.set_mouse_node(Input.MOUSE_MODE_CAPTURED)" part does not work on mine. it says "not found in gdscriptnativeclass" as the error
For people wondering if this is worth watching, I just paid for a Godot course and I'm referring to this because this is 110% better and is taught in half the time 💀
this helped thank you, although I would suggest 0.007 as the sensitivity, as it's much slower, but still fast enough, it also doesn't make you feel like you're on a rollercoaster.
Great video, could you make a tutorial that implements head *sway* as well as head bob. Where the head kind of leans/ or rotates side to side when you move side to side similar to in games like Quake, Devil Daggers, Ultrakill, DUSK etc.
@@legiongames2400 you're tutorials are really great for learning godot. Im currently halfway through the third video. You're second video really helped me understand how to use scenes to create prefabs. Although I've had to use shapes like cylinders, squares and circles as the collision shape for the static bodies because the convex shapes were really bad performance wise at least for me. Anyway keep up the great videos.
on the off chance you still care about this, just throw "camera.rotation.z = lerp(camera.rotation.z, deg_to_rad(YOUR DESIRED DEGREES) * input_dir[0], delta * YOUR DESIRED RATE OF CHANGE)" in your physics_process
I don't get it. I get like 1-2 fps but when I jump and during the jump/fall and while falling through the void i get perfect 60 fps even when moving the camera, what is this and how can I fix it? I know that my pc isn't that bad so I don't get why I only get good fps while jumping / falling. I already tried disabling the sun fro example but it didn't help 1 bit.
You had probably put the "camera3d" node in the top, you just need to put the "head" node instead, because it's the head node being at the position 0,0 that is actually making you have that problem (I hope you understand what I'm saying, I do not write that much at english, only my code is in english)
if anyone is having errors blah blah: extends CharacterBody3D var speed const WALK_SPEED = 6.5 const SPRINT_SPEED = 8.0 const JUMP_VELOCITY = 6 const SENSITIVITY = 0.005 const BOB_FREQ = 2.0 const BOB_AMP = 0.09 var t_bob = 0.0 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = 9.8 @onready var head = $Head @onready var camera = $Head/Camera3D func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _unhandled_input(event): if event is InputEventMouseMotion: head.rotate_y(-event.relative.x * SENSITIVITY) camera.rotate_x(-event.relative.y * SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60)) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY
# Handle Sprint if Input.is_action_pressed("sprint"): speed = SPRINT_SPEED else: speed = WALK_SPEED # 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", "up", "down") var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if is_on_floor(): if direction: velocity.x = direction.x * speed velocity.z = direction.z * speed else: velocity.x = 0.0 velocity.z = 0.0 else: velocity.x = lerp(velocity.x, direction.x * speed, delta * 2.0) velocity.z = lerp(velocity.z, direction.z * speed, delta * 2.0)
This needs an update for 4.3. Completely new to coding/game design and the clamp method for the camera nets me: “Invalid assignment of property or key ‘rotate_x’ with value of type ‘float’ on a base object of ‘Camera3D’. Would defo appreciate a fix for this pls. This is my very first Godot project and I’m using this tutorial for help.
Think of the constant values as a base value that everything else builds off of. If you want to add a speed boost, do something like WALK_SPEED * 2.0 to double their speed. Then, when the boost disappears it reverts back to whatever the base speed is.
Hey! I have the same issue too. Did you find out how to resolve it? My list of the parameters: Create Collision Shape.. Create Navigation Mesh Create Outline Mesh... Create Debug Tangents View UV1 View UV2 Unwrap UV2 for Lightmap/AO @LeginGages
When I got to the head bob part, after finishing the vertical bob, my player goes halfway through the floor, and collisions of objects randomly work, does anyone know what could be happening?
I am getting a breakpoint error here: camera.rotate_y(-event.rotate_x * mouse_sens) the error says: "Invalid access to property or key 'rotate_x' on a base object of type 'InputEventMouseMotion'." Any fix?
Major issue with the headbob. it does not take into account the original Y position of the camera so whenever you stop moving it sticks to whatever value it was at when velocity.length() = 0. Meaning, the camera could be at wildly different heights depending on BOB_AMP. EDIT: Here's how you could fix that. Replace this in your _physics_process function: if velocity.length() > 0 and direction != Vector3.ZERO: t_bob += delta * velocity.length() * float(is_on_floor()) camera.transform.origin = _headbob(t_bob) elif: camera.transform.origin = lerp(camera.transform.origin, original_camera_y, delta * 5.0) t_bob = 0.0 You need to define a variable named: original_camera_y. Then you need to put this in your func _ready(): original_camera_y = camera.transform.origin (you can also just set this to a hardcoded float for height like 0.0, but that's all up to you.)
As badunius pointed out, a capsule shape is better for collision because it is a simpler shape. When you're creating a collision shape make sure to use that. This has been updated on github. Also make sure to turn on collisions for any CSG boxes you add or you will fall through the floor.
where do i do that????????????????????????????
edit: nvm
I said the same thing bro@@tftc97
hey do you still reply under older videos, if yes do you know why my camera moves on both x and y axis when i load the game
@@Kirico_gd Head pivot is for horizontal rotation and Camera is for vertical
the camera portion of the script should look like this
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-45), deg_to_rad(45))
can you add crouching please, i need this character controller for a horror game im making, i REALLY need crouching
One of the best First Person tutorials I've ever found for Godot.
A LOT of other videos seem to throw out the sample code for far more complex code that just dose the same basic stuff in a different way. I like how you just build off it instead, and provided us with a simple, yet highly configurable base.
I also learned a few tricks I can apply in my 2.5D character controller since it also uses the same sample code.
From here, I'll be looking to add in a raycast system in order to see what the player is looking at and maybe a menu system, which I now know how to do thanks to people like you!
Thank you friend! :) I'm really glad I get to help out
The best simple head bob I could found in the internet, the other ones are overcomplicated and they didn't seem so nice, great job!
Thank you! :)
YES, elegant, simple, tweakable, straightforward and bulletproof... Just starting godot( turnover from Unity ) more than 7 yrs of xp...
@@legiongames2400Hey man! Cool vid, i really like that headbob. But, how can i make footsteps sounds with it? (I hate animation player and blend tree headbobbing)
THE POWER OF ACTUALLY USING MATH AND ACTUAL FUNCTIONS IN GODOT
i cant get it working and my camera is jsut stuck halfway in the floor for some reason
0:45 technically capsule collision shape gotta be better for perfomance, because you have to solve just one primitive collision, whereas a convex hull is solved on per face basis.
Oh yeah that actually makes sense.
way better for performance. You could argue that the capsule is calculating 3 shapes, (2 spheres, 1 cylinder), but the calculations to do those is ludicrously simple and fast. Switching to face collisions is not great.
I've always just used a cylinder for character collisions! I've found its the simplest possible shape which also gives the best results for collisions!
@@Spuds1411when it comes to slopes though I think it is better to use capsule
Hello LegionGames!
I wanted to thank you for creating this video. I recently wrapped up my Godot 4 FPS prototype and this video played a monumental role in getting the initial player controller implemented and working for my project. I just published my video of it on my page and have added you in the game's credits as a thank you for this tutorial video.
Thanks so much again and looking forward to future uploads!
Thank you friend! :) I'm really glad it helped you out!
A 4 FPS game sounds pretty slow, I hope you can bump it up to 5 in the future. 🤞
this was amazing. incredibly fast, and concise. thank you! for any new game devs like me who couldn't figure out the collision at the beginning of the video: Just click CSGBox3D, and in the CSGShape3D menu on the right, click the checkbox next to "Use Collision". Make sure to do this for the other boxes you make for the level too. You can CTRL+click all the boxes you want to add collision to and add it to all of them at once.
big help thank you. i was going through and adding a collision node to everything lol
Thank you so much.
Life saver
Upvotes for you!!
Thx
great tutorial, thanks a lot. To anyone new to godot, if you are confused about what a function is doing, then i recommend printing out the variable the function is modifying. This helped me understand a few things a bit better
That's a great idea even if you're not new to godot haha, thank you for watching!
I find it easier to pull better snippets of code and explanations from random tutorial vids than to watch tutorials on specific subjects as some tutorials will mislead you from what you want to actually accomplish in your code.
Wait
HOLD ON YOU GAVE ME A IDEA!
@@dapperwolf465what js ur idea
@@bamb00zld flexing your credentials on a tutorial video is pretty embarrassing
@@bamb00zldfax cuh fix yo hairline
Great tutorial!
You went a little bit fast at times, but manageable with some rewinding. You explained everything done, which is a huge help with being able to manipulate the code without much prior coding experience. Keep up the good work!
5:15 or even better, you can rotate your entire body along the Y axis and not just your head. Shadows will give you away if you'll switch to a non symmetrical body.
Very good point.
thank you for this, until I rotated the head, the body didn't rotate, and so I looked backwards then walked forwards, I'd be going backwards, but rotating the body fixed that.
@@Jacklo-the-catsect well thats cause you multiplied the direction by the forward vector of your actual player, not your head
(not trying to justify using the head, just sayin)
This fix is also better in the way that now your starting rotation of the body doesn't have to be zero in the engine. Now you can rotate the entire body to your hearts content in the engine without it messing up local an worldposition's whilst walking
Just for anyone running into trouble here, you will be replacing head.rotate_y(-event.relative.x * SENSITIVITY) with rotate_y(-event.relative.x * SENSITIVITY) to accomplish this, since if we rotate_y (or do any translations or rotations without specifying what we are translating or rotating) we will enact this on the 'scene' that the script is attached to, in this case the root "Player"
Sifted through like five other camera videos and this is the one that solved my problems.
I won"t lie I had trouble keeping up but this tutorial helped me figure out how to apply inertia easier so thank you for that hopefully ill be able to comprehend the rest as i continue messing with Godot. Wish me luck!
thanks! i just switched from unity to godot and this is the most helpfull tutorial i have found so far
Hey welcome to the engine haha, I'm glad you're enjoying my videos
idk if you see this but thank you! I get really discouraged when I look at godot tutorials and they are like 1-10 hours long, a series with 10-20 minute videos is perfect for me! Happy holidays! (if you celebrate any)
One thing that's easy to miss cause the effect is subtle but if you have no velocity you don't reset t_bob value so your camera could be shifted ever so slightly from the bob when not moving anymore.
This is awesome! Thank you for your great work!
Thank you! :)
Absolutely wonderful tutorial, thanks so much. I am a rank n00b to game dev in general, having downloaded Godot last week. I found it super instructive to type the script along with the video, but to use the Git download to help with fault-finding, when I inevitably made mistakes.
I am starting now on the game dev world and this was the first video I found that didn't bore me to death! Straight to the point and great humour! I was planning on doing a single player arena shooter and you have the perfect video.
Thank you so so much, I really hope you have lot of success in your life ☺
I have never had to pause a video so many times lol
10/10 would recommend
Music to my ears
This is the best tutorial for a FPS character controller. Your code is just too clean for human eyes.
Thank you friend! :)
My favourite was the headbob function. That "->" should come in handy.
Tip for people:
When you set up the sprint mechanic, we start it with "if Input.is_action_pressed("Sprint"):"
before starting the next line, add "and is_on_floor()" to make sure that the player cant "sprint" in the air, this also stops the player from being able to shoot forward in the air after standing still. So overall, you code should look like:
if Input.is_action_pressed("Sprint") and is_on_floor():
speed = SPRINT_SPEED
else:
speed = WALK_SPEED
Just swap it out if you want ✌✌
Really good tutorial. I like that it was fast and informative but didnt get bogged down into every little gritty detail
Thank you. A very nice controller and lots of clear and useful code examples!
Thank you so much! This tutorial was very helpful, and I was so lucky to find your channel!
this seems very useful! the one thing i'd REALLY like to see would be stair handling? none of the player controller tutorials seem to care about being able to use stairs.
Yeah stairs are a little more difficult tbh, I would love to make a more complete controller one day, but there's a really well-made video that describes the concept in general concepts: ruclips.net/video/ILVUc_yV24g/видео.htmlsi=rZX2XExOCMyssIs3
This was exactly what I needed while I'm learning, thank you! Now for that extra juice I gotta find some way to add a little acceleration and hopefully a faster initial jump speed like source games...
I know a lot of people dislike the speed you have but for someone who is already somewhat familiar with programming it makes it easier to work. Also I like not having every detail of programming retaught to me like I know nothing lol
This was amazing and so straight forward! Thank you for sharing this!!
Holy cow this one is a ton better than the other 40 minute tutorial I saw.
Thank you so much for this tutorial. I've never really gotten into coding before, so I'm attempting to learn Godot to get into the swing of things. I would love to see another video perhaps diving into crouching implementation as well as crouch sliding! :)
I'm not into making games but it was really fun to play around in Godot. Looking forward to add guns and zombies. Thanks for the tutorial!
Thanks for this! I'm pretty new to Godot and only just now touching 3D. Very helpful resource.
amazing vid, i've understood pretty much everything you've taught me, thank you!
Great video! Exactly what I was looking for :)
5:11 it says Line 32:Cannot infer the type of "direction" variable because the value doesn't have a set type
Thanks for such a detailed tutorial.
Glad you liked it
For anyone wanting to untie player movement from physics tickrate: For me moving move_and_slide() to _process(delta) instead of _physics_process(delta) fixed the "laggy" 60fps camera translation movement. Now my physics framerate is 30 to save performance on the CPU and it still feels good :)
I've been searching for the cause of those "lag spikes" for 2 days... Thank you :')
I've heard if a big lag spike hits it can completely mess up your physics engine if you do this from another youtuber, but I'm not sure if its true
Thank you my dude, this has helped me remake my character controller after I switched to fps!
Thank you, I'm glad you enjoyed! :)
This helped out so much, Game development career here i come!
great tutorial btw, good pace and straight to the point, just the way a tutorial should be
Your content is great, you have a good pace (I like the 'faster' pace that you use), and Godot will be all the hype soon enough thanks to Unity's foolery. I subscribed, thank you so much for taking your valuable time to make this content for us. You make learning Godot fun!
Thank you very much! :)
you can include camera tilt when moving in a direction it looks really cool in part 2 ,can add sound effects for jumping,landing, running, add particles and crouch/sliding hehe ik its too much but would love to see that
Yeah all of these would be really important for most games!
@@legiongames2400 is this a taunt or you are serious? 😂
@@ProbablyM_S LMAO my bad if that sounded sarcastic. No, I'm serious, sound effects are a little tricky here so would be cool to do a vid on that. Plus extra camera movement like a little drop when you land, tilt on strafe, etc would make it even more juicy.
@@legiongames2400 haha its fine
@@legiongames2400 you should do this!! pleaase!
This video and the following in this zombie fps series are a good introduction to 3D in Godot 4.
Haha thank you! :)
@@legiongames2400 proper shooter tutorials with actual animated characters are thin on the ground for Godot so I hope the.algorithm catches wind of it.
Tried following the tutorial but my player keeps falling through the CSGBox whenever I run the game. So I'm stuck at about the @1:30 minute mark. Also pls say in the future how you do simple things like resize the mesh
here is how to fix it so first you click the box and go into the panel on the right it says use collision, check that and it should work i had the same issue
One thing I noticed is that there was a blurr on the edges of ojects when rotating the camera, this is because the rotation is calculated on the physics layer intbeween frames when it should be calculated on the frame layer _process().
This really helped me out, thank you for the tutorial and have a nice day
Thank you for watching friend! :)
is it just me or all the godot tutorials way better and easier to understand than the unity ones...
Godot is easier to understand than unity :D That's why I use it
@@legiongames2400 please help im stuck in the ground even when i use your code from git
Cannot infer the type of "direction" variable because the value doesn't have a set type. at 5:15
Remove the semi-colon before "= (head.transform....."
That's the fix I found online. Not sure if he does it earlier in the video without showing or if the newer version of Godot puts it in.
Thanks for Tutorial LegionGames🤩😍🥰
Very useful, I am too lazy to write my own code, so hippity hoppity your code is now my property.
Wouldn't want it any other way, hope you're enjoying Godot haha
Amazing tutorial! Learned a lot about gd script from this.
Thank you! :)
super super awesome tutorial, thanks for your help and explanations
If anyone is having issues with a certain error found in the console about _headbob. (This error: Standalone lambdas cannot be accessed. Consider assigning it to a variable.) The error you're encountering is due to the indentation of the _headbob function. In Godot, all functions need to be properly indented at the class level. Here is the corrected script:
extends CharacterBody3D
const SPEED = 6.5
const JUMP_VELOCITY = 6
const SENSITIVITY = 0.005
const BOB_FREQ = 2.0
const BOB_AMP = 0.08
var t_bob = 0.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = 9.8
@onready var head = $Head
@onready var camera = $Head/Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if event is InputEventMouseMotion:
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("left", "right", "up", "down")
var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = 0.0
velocity.z = 0.0
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
move_and_slide()
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO
pos.y = sin(time * BOB_FREQ) * BOB_AMP
return pos
Thanks! This fixed my issue!
Hey thanks man! I just have a problem with the last part
func _headbob(time) -> Vector3:
The error is
error at (52, 36): Expected intendet block after lambda declaration.
Parser Error: Cannot use shorthand "get_node()" notation ("$") on a class that isnt a node.
Thanks !!
idk how this fixed my code but thank you
7:06 my camera going under my character
HEADBOB FIX:
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
const SENSITIVITY = 0.01
const BOB_FREQ = 2.4
const BOB_AMP = 0.08
var t_bob = 0.0
@onready var head = $Head
@onready var camera = $Head/Camera3D
var initial_camera_pos: Vector3
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
initial_camera_pos = camera.transform.origin
func _unhandled_input(event):
if event is InputEventMouseMotion:
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity.y -= 9.8 * 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("go_left", "go_right", "go_forward", "go_back")
var direction = (head.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 = 0.0
velocity.z = 0.0
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
move_and_slide()
func _headbob(time: float) -> Vector3:
var pos = initial_camera_pos
pos.y += sin(time * BOB_FREQ) * BOB_AMP
return pos
Thank you bro, I've been looking for this error for 40 minutes...
i-..... i love you
5:15 i cant do thing that you did its showing the error: "Cannot infer the type of "direction" variable because the value doesn't have a set type" please help.
Remove the semi-colon before "= (head.transform....."
That's the fix I found online. Not sure if he does it earlier in the video without showing or if the newer version of Godot puts it in.
This is a suggestion for a good mouse handling format. That way you can capture and uncapture the mouse super easy and also the camera doesn't move when the mouse is visible.
#Capture mouse handling
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
#Mouse movement
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
thanks so much bro this is such a huge help!
It would be amazing if you could do crouching and sliding based on current velocity (so you can slide down a slope).I've been trying to wrap my head around it for some days now without success... Great tutorial by the way!
Cool idea! And thank you for watching! :)
If you update camera bobbing inside the physics process won't the movement look jittery in higher refresh screens? I can't test it myself but maybe it would look smoother in the normal process.
Every time I’d start up the game my “player” would fall through the floor.
fax pls help
enable collision on the csg box
@@finercandy45113 not all heroes wear capes
Great tutorial!!! 👏👏
on 4.3 for the view bobbing for one of the last scripts func _headbob(time) -> vector3. It dosent work please help. It always says"Standlone lambdas cannot be accesed, please give it a variable"
For anyone who’s FOV was going way too high whenever they moved I found that changing the velocity_clamped variable at the very end of the line to SPRINT_SPEED * 1.3 instead of having it times 2 fixed the issue.
Hey! I know this is a bit late for a 2 months old video but can you also show me how we can implement the crouch mechanic as well the slide? That would be very helpful from you, Great tutorial by the way!
for crouching, just scale down the collision on vertical axis and lower the camera position. also you should do a line trace when uncrouching to make sure your character has the space to stand up
for sliding do the same stuff but also stop using the player input for movement/velocity but instead store the forward direction when the slide is first activated and use it for the movement, then decelerate to taste until equal to crouched walkspeed then start using normal crouching behaviour.
also make a state machine for movement. i.e. make an enum for movement states like walking/crouched/sliding. then use a switch/match statement to set the velocity in the way each of those states requires
Great tutorial, thank you!
Glad you enjoyed it!
Great video, succinct and helpful
Funfact: If your player/character is falling through the floor, add a "StaticBody3D" child node to the floor!
or just turn on the collision for the floor
@@KrutoiPro2275 How to do that ?
@@Leostruggler In the properties tab on the right side of the screen
@@KrutoiPro2275 Found it just after making the comment lol! Thanks anyway!
@@Leostruggler good luck with whatever youre working on!
Great toutorial
the code works perfectly and i can almost understand it!
Thank you friend! Hopefully I can do better next time so you understand it all.
@@legiongames2400 well im a beginner so I dont realy know how to code that much!
Do NOT put a space in "Vector3" worst mistake of my life
Very noob-friendly tutorial so far. This video is my first try at using Godot or any software. Gonna finish the sprint later today. Huge thanks!
Thank you for watching!
Really cool stuff thanks. Out of curiosity how hard would it be to add something to handle stairs?
Surprisingly complex topic tbh LOL Not too difficult but it is its own thing, check out this video ruclips.net/video/ILVUc_yV24g/видео.html
I thought you just made an invisible ramp so they didn't get stuck on the stairs.
@@JayTube7580 Yeah id make an invisible ramp to act as the hitbox of the stairs. I agree with your logic haha.
just like to ask but for some reason the "func _ready():Input.set_mouse_node(Input.MOUSE_MODE_CAPTURED)" part does not work on mine. it says "not found in gdscriptnativeclass" as the error
Thank you so much! You helped me so much.
Subscribed on you and liked the video.
ооо, неожидал тебя тут увидеть, я делаю свою игру а тут ты в коментах
@@TupyBro заебал
Great job! I would recommend using similar lerp functions to add acceleration/deceleration
For people wondering if this is worth watching, I just paid for a Godot course and I'm referring to this because this is 110% better and is taught in half the time 💀
Hey, if anyone is having issues with not being able to move, make sure 'move_and_slide()' is in 'func _physics_process(delta):'
this helped thank you, although I would suggest 0.007 as the sensitivity, as it's much slower, but still fast enough, it also doesn't make you feel like you're on a rollercoaster.
Yeah people tell me my mouse sensitivity is too high all the time tbh. :D
i just multiplied it by the process delta time ._.
Great video, could you make a tutorial that implements head *sway* as well as head bob. Where the head kind of leans/ or rotates side to side when you move side to side similar to in games like Quake, Devil Daggers, Ultrakill, DUSK etc.
That'd be a cool feature for a potential part two, thank you for the suggestion
@@legiongames2400 you're tutorials are really great for learning godot. Im currently halfway through the third video. You're second video really helped me understand how to use scenes to create prefabs. Although I've had to use shapes like cylinders, squares and circles as the collision shape for the static bodies because the convex shapes were really bad performance wise at least for me. Anyway keep up the great videos.
on the off chance you still care about this, just throw "camera.rotation.z = lerp(camera.rotation.z, deg_to_rad(YOUR DESIRED DEGREES) * input_dir[0], delta * YOUR DESIRED RATE OF CHANGE)" in your physics_process
@@cynkcaj thanks
oh this *was* very helpful and fun. thanks!
Thank you! :)
I don't get it. I get like 1-2 fps but when I jump and during the jump/fall and while falling through the void i get perfect 60 fps even when moving the camera, what is this and how can I fix it? I know that my pc isn't that bad so I don't get why I only get good fps while jumping / falling. I already tried disabling the sun fro example but it didn't help 1 bit.
Did you double-check your code?
FrostyyByte copy-pasted the whole code further below, so you can try copying it to make sure also.
Omg thanks so musch all the tutorials Are so old and war
Thank you for watching!
Tremendously helpful.
when i start the game, my camera falls to de ground and it like im an ant
walking
You had probably put the "camera3d" node in the top, you just need to put the "head" node instead, because it's the head node being at the position 0,0 that is actually making you have that problem (I hope you understand what I'm saying, I do not write that much at english, only my code is in english)
if anyone is having errors blah blah:
extends CharacterBody3D
var speed
const WALK_SPEED = 6.5
const SPRINT_SPEED = 8.0
const JUMP_VELOCITY = 6
const SENSITIVITY = 0.005
const BOB_FREQ = 2.0
const BOB_AMP = 0.09
var t_bob = 0.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = 9.8
@onready var head = $Head
@onready var camera = $Head/Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if event is InputEventMouseMotion:
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Handle Sprint
if Input.is_action_pressed("sprint"):
speed = SPRINT_SPEED
else:
speed = WALK_SPEED
# 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", "up", "down")
var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if is_on_floor():
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = 0.0
velocity.z = 0.0
else:
velocity.x = lerp(velocity.x, direction.x * speed, delta * 2.0)
velocity.z = lerp(velocity.z, direction.z * speed, delta * 2.0)
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
move_and_slide()
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO
pos.y = sin(time * BOB_FREQ) * BOB_AMP
pos.x = cos(time * BOB_FREQ / 2) * BOB_AMP
return pos
amazing tutorial
This guy needs more credit!
This needs an update for 4.3. Completely new to coding/game design and the clamp method for the camera nets me: “Invalid assignment of property or key ‘rotate_x’ with value of type ‘float’ on a base object of ‘Camera3D’. Would defo appreciate a fix for this pls. This is my very first Godot project and I’m using this tutorial for help.
Is there a reason for walk/sprint values being const? If you wanted to add a speed boost or something would it still make sense to structure this way?
Think of the constant values as a base value that everything else builds off of. If you want to add a speed boost, do something like WALK_SPEED * 2.0 to double their speed. Then, when the boost disappears it reverts back to whatever the base speed is.
Looks very cool!
6:59 How do you get a forward arrow on keyboard😭💀☠️
I'm new to godot but when I click Mesh for 0:40 "Create Simplified Convex Collision Sibling" doesn't appear.
Hey! I have the same issue too. Did you find out how to resolve it?
My list of the parameters:
Create Collision Shape..
Create Navigation Mesh
Create Outline Mesh...
Create Debug Tangents
View UV1
View UV2
Unwrap UV2 for Lightmap/AO
@LeginGages
Click on Mesh and then Create Collision Shape, make sure the first option is set to "Sibling" and the second option "Simplified Convex"
When I got to the head bob part, after finishing the vertical bob, my player goes halfway through the floor, and collisions of objects randomly work, does anyone know what could be happening?
isnt it bad that t_bob increments forever? wont it run into some precision error eventually (theoretically)?
maybe it doesnt happen in practice
thank you sir i was able to create a juiced up first person controller! and mod it to my likeing!
little tip. instead of typing onready etc. drop the node into the script but before dropping it in hold CTRL then release lmb
good tip
Thanks a little fast but help understand how godots code works
I am getting a breakpoint error here:
camera.rotate_y(-event.rotate_x * mouse_sens)
the error says: "Invalid access to property or key 'rotate_x' on a base object of type 'InputEventMouseMotion'." Any fix?
my character fall right through the csgBox node, what can i do?
enable collision on the csgbox
Major issue with the headbob. it does not take into account the original Y position of the camera so whenever you stop moving it sticks to whatever value it was at when velocity.length() = 0. Meaning, the camera could be at wildly different heights depending on BOB_AMP.
EDIT: Here's how you could fix that. Replace this in your _physics_process function:
if velocity.length() > 0 and direction != Vector3.ZERO:
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
elif:
camera.transform.origin = lerp(camera.transform.origin, original_camera_y, delta * 5.0)
t_bob = 0.0
You need to define a variable named: original_camera_y. Then you need to put this in your func _ready():
original_camera_y = camera.transform.origin
(you can also just set this to a hardcoded float for height like 0.0, but that's all up to you.)
i exactly copied this code but shows a indentation error Expected conditional expression after "elif".