So two things had changed since this video was published... 1. The _unhandled_input part, the code should read like this now: _unhandled_input(event): (All the stuff after on that line in Branwell's code is no longer necessary) 2. deg2rad() has been renamed to deg_to_rad() (Thank you to Andy Reed for pointing this one out) Thanks for the wonderful tutorial Bramwell!
The other stuff on that line improves performance by a huge margin. The engine doesn't have to guess what everyting is supposed to be and it runs those operations faster. If you want a good game, it is necessary.
set_mouse_mode() and get_mouse_mode() have been removed since this video was made. You can now get/set the Input.mouse_mode property directly: SET: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED GET: if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
A cool thing you can do with this part: var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backwards") var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: if is_on_floor(): velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: if is_on_floor(): velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) is right before the velocity stuff you can add a if is_on_floor so that you cant change directions midair, or you can use an else comman so that you can but its less.
والله انا كنت واقف على ان الشخصية بتخترق الارض لكن دا اكتر فيديو فادني فشكرا جدا 💖💖💖💖❤❤ By God, I was standing on the fact that the character penetrates the ground, but this is the most useful video, so thank you very much
THANK YOU SO MUCH! I've been searching for a game engine to move up from scratch and eventually settled on Godot. This video taught me heaps and can't thank you enough.
This is absolutely brilliant! I just downloaded the Beta (woo!) and within a few mins I had a player running around my test scene. Bought your course a while back and now that things are getting more stable, I'm going to have to stop avoiding building a game!
Love your tutorials! If I can make a request - 3rd person 3d with LMB click on ground movement and proper player rotation. I just can´t make it 100%right
I could do something like that for sure ^^ I've done something like that with gridmaps for tiles you can move to: twitter.com/bramreth/status/1453508866134663174
This is still such a great tutorial, but I wanted to add that if anyone's gotten a bug when adding camera movement, the fix for me was this line to check MouseMotion was the event type: if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
i didn´t add a neck node, i rotate the whole character around y instead with the mouse, so i just didn´t get the problem of fixed forward direction, that´s described at 16:15. It feels just like a fully functional first person charecter.
extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidDynamicBody nodes. var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var neck := $Neck @onready var camera := $Neck/Camera3d func _unhandled_input(event: InputEvent) -> void: 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) if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: if event is InputEventMouseMotion: neck.rotate_y(-event.relative.x * 0.01) camera.rotate_x(-event.relative.y * 0.01) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-30), deg_to_rad(60)) func _physics_process(delta: float) -> void: # 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 = (neck.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_t
thank you so much, i was watching another tutorial and it skipped the part in which the player was created, im a complete newbie, now i can continue the other tutorial (which was about creating a map)
thank you i had no idea how to do something in godot because there was always errors, i didnt think that i will succed following the first tutorial that i clicked on
I wish there was a video that really explained how to better understand movement functions tied to kinematic bodies so that you could know exactly what kind of bhopping or air strafing glitches to put in movement fps controllers.
Hey, kind of semi-related but this video helped me fix a long-standing issue with the stair catcher in my character controller being offset if my character starts the level rotated at all, which is fine if the player always starts in the same direction with 0,0,0 rotation, but not great if they do, which is most often the case. It has to do with the lines you highlighted around 17:17 and I used a very similar block to calculate the position of the stair catcher ray cast to swing around in the direction of player movement. I then just had to offset it vertically from the neck height to be near the floor and now it works perfectly no matter which direction the player starts in. Anyway, it had been bugging the hell out of me for a whiiiiile, so thanks for your help!
Great tutorial Bramwell! I was just wondering if the camera rotation adjusts to the framerate of the user since it's not in the _physics_process(delta) function?
thanks for this tutorial! I found for me the camera was very twitchy. I'm not sure if there are better solutions for this, but this is what I ended up doing: var x_mov = event.relative.x / 1.7 var y_mov = event.relative.y / 1.7 neck.rotate_y(-x_mov * 0.01) camera.rotate_x(-y_mov * 0.01) you might be able to do it in-line (so, neck.rotate_y((event.relative.x / 1.7) * 0.01) for example), but the variables help my readability. Also, change 1.7 to whatever value is comfortable. Larger value will be slower, "smoother" motion.
why complicate, it is enough to add in the _input (event) function: func _input(e): (well i shorten the EVENT like this :)) ) if e is InputEventMouseMotion: rotation.y -= e.relative.x * 0.005 head.rotation.x = clamp(head.rotation.x - e.relative.y * 0.005, -1.4, 1.4) You can change the numbers however you like. He is only responsible for speed and limit.
After tinkering around for a while the only way I could get it to work is to put another if statement inside the "if direction:" statement. I replaced the default SPEED const with the walk_speed var. I simply check if move direction is towards positive 1 (which is backwards for the character body), then half walk_speed if they are moving backwards. Otherwise, walk_speed is normal. # If moving backwards move at half speed. if direction.z > 0: velocity.z = direction.z * walk_speed / 2 else: velocity.z = direction.z * walk_speed
@7:46, the movement is quite buggy if you "move left" or "move right" because the CharacterBody3D should either strafing left or right OR the Camera3D should just yaw (i.e rotates around the y-axis) without moving the CharacterBody3D too.
Can someone help, i started the scene and when i try to rotate is freezes and it says kennedy.gd 10 @ _ready(): node not found: "neck/camera3d" (relative to "/root/node3d/characterbody3d").
If camera rotation is not working click on the camera in the scene. Then on the right side in the inspector tab under (transform) enable quaternion rotation!!!!
My hacky fix here is to rotation the basis by the player rotation: var direction = ((neck as Node3D).transform.basis.rotated(Vector3.UP, rotation.y) * Vector3(input_dir.x, 0, input_dir.y)).normalized()
I've written the equivalent in C#, which requires a few differences other than the syntax (e.g. you cant directly modify the Rotation properties so need to create a separate Vector3 and set it to the Rotation, then manipulate and clamp that new Vector 3 before setting the Rotation back to the Vector3). This generally works fine but there is one odd behavior... I can't move the mouse and walk at the same time. So I can stand still looking around with the mouse, or I can walk around with the keys, but I can't do both at once. Any ideas? I suspect differences in how C# handles the Input events. If I'm holding W to walk and then move the mouse at the same time, it doesn't appear to be passing an InputEventMouseMotion event to my _UnhandledInput method. It executes the code in that method but not within the "if" that's checking for the InputEventMouseMotion, so presumably the event is something else (like the key im holding down to walk). If I stop moving (let go of W) and move the mouse, it correctly passes the InputEventMouseMotion to the _UnhandledInput method and I can look around fine.
Very nice! Just one issue: support arrow keys as well as wasd. With Godot's awesome action system being able to bind mulitple key events there's no reason not to. You'll just make your game impossible for lefties to play if you don't. (Best of all make actions rebindable. But that's significantly harder of course.)
Ok, I'm a left handed individual, I became "right handed" on computers when my brother was bothered by me changing his Minecraft settings, I have learned to use WASD and it hadn't taken long for me and It's much more comfy for me nowadays
if Input.get_mouse_mode() = Input.MOUSE_MODE_CAPTURED: does not work for some reason, it says that "Assingment is not allowed inside an expression" pls help
15:51 i got up to here with no errors but when i copied the code and ran the game the camera glitched, now it's constantly staring at the ground and i can't rotate it up
16:00 this is all good but does the player body rotate with the neck? so that the head doesn't just spin around while the body is not. So the body is facing the same way we are looking
I am getting an error on the line : 20 camera.rotate_x(-event.relative.y * 0.01) error reads: Attempt to call function 'rotate.x' in base 'null instance' on a null instance. I copy and pasted the entirety of the code from the github page and the problem still did not resolve, there are no other errors in the code
so uhh, i followed this tutorial and i have a bit of a problem, the camera kinda just spins when i move my mouse left and right, but its fine when i move it up and down
i have a bug in line 17. can someone help? here is script: func _unhandled_input(event: InputEvent) -> void: 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) if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: if event is InputEventMouseMotion: neck.rotate_y(-event.relative.x * 0.01) camera.rotate_x(-event.relative.y * 0.01) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-30), deg_to_rad(60))
Why do we rotate the neck node for horizontal movement, but the camera itself for vertical movement? Is it because we want the rotation clamped for the camera?
I wish they would rework objects/nodes/scenes manipulations (position/rotation/scale). Right now this is totally overcomplicated in Godot where there are dozens of functions doing similar things and all are different at the same time. They should look at Unity's system which is really good. global.position() - get, global.position(value) - set, the same for local.position and then the same for rotation and scale - that's it! they could add a second (vector) parameter to change instead of set, global.rotation(value,vector.left) - change value of vector left by a value. I have no idea why there are really dozens of functions you may use to manipulate and there are totally different - totally lack consistency.
So two things had changed since this video was published...
1. The _unhandled_input part, the code should read like this now: _unhandled_input(event):
(All the stuff after on that line in Branwell's code is no longer necessary)
2. deg2rad() has been renamed to deg_to_rad()
(Thank you to Andy Reed for pointing this one out)
Thanks for the wonderful tutorial Bramwell!
thank you so much my guy your comment really helped me ❤
Thank you!
point 1 is invalid, typehints never were necessary
maybe not necessary, but definitely polite
The other stuff on that line improves performance by a huge margin. The engine doesn't have to guess what everyting is supposed to be and it runs those operations faster. If you want a good game, it is necessary.
deg2rad() has been renamed to deg_to_rad() in Alpha 15, if anybody's having an error.
thank you!
thanks!!
You're a life saver!
Good. That 2 was cringey as hell :D
@@NirielWinx no it wasnt u mf I will fight u
Btw, if you want to have the same autocomplete as Bramwell at 11:47, you should go to Editor>Editor Settings>Text Editor>Completion>Add type hints
TYSMMMMMMM
Thanks
what a legend
Thank you.
Bro thanks alot I was scared that's I did wrong
set_mouse_mode() and get_mouse_mode() have been removed since this video was made. You can now get/set the Input.mouse_mode property directly:
SET: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
GET: if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
how do I do this properly
thanks!
This, along with the tip for how to access the other command auto-fills, are much appreciated
thanks, that was very helpful
func _unhandled_input(event):
if event is InputEventMouseButton:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED@koolgabieboi2816
A cool thing you can do with this part:
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
if is_on_floor():
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
if is_on_floor():
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
is right before the velocity stuff you can add a if is_on_floor so that you cant change directions midair, or you can use an else comman so that you can but its less.
والله انا كنت واقف على ان الشخصية بتخترق الارض لكن دا اكتر فيديو فادني فشكرا جدا
💖💖💖💖❤❤
By God, I was standing on the fact that the character penetrates the ground, but this is the most useful video, so thank you very much
I am complete noob to Godot and this tutorial was excellent. Easy to follow and loved how you actually explained everything. Thank you!
THANK YOU SO MUCH! I've been searching for a game engine to move up from scratch and eventually settled on Godot. This video taught me heaps and can't thank you enough.
Always nice to find a information dense tutorial for the specific thing you wanna do ^^ Thank you very much!
This is the only tutorial that actually explains what each line of code means. Thank you, Bramwell!
This is absolutely brilliant! I just downloaded the Beta (woo!) and within a few mins I had a player running around my test scene. Bought your course a while back and now that things are getting more stable, I'm going to have to stop avoiding building a game!
So was Godot 3.x not very stable?
Very on point, short and helpful! Thank you for teaching not only me but a lot of people too. 😊👍
Love your tutorials! If I can make a request - 3rd person 3d with LMB click on ground movement and proper player rotation. I just can´t make it 100%right
I could do something like that for sure ^^ I've done something like that with gridmaps for tiles you can move to: twitter.com/bramreth/status/1453508866134663174
I'm just hoping to use LMB method for camera3D, similar as the way of tutorials does but classic rpg.
This is still such a great tutorial, but I wanted to add that if anyone's gotten a bug when adding camera movement, the fix for me was this line to check MouseMotion was the event type:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
i didn´t add a neck node, i rotate the whole character around y instead with the mouse, so i just didn´t get the problem of fixed forward direction, that´s described at 16:15.
It feels just like a fully functional first person charecter.
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var neck := $Neck
@onready var camera := $Neck/Camera3d
func _unhandled_input(event: InputEvent) -> void:
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)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x * 0.01)
camera.rotate_x(-event.relative.y * 0.01)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-30), deg_to_rad(60))
func _physics_process(delta: float) -> void:
# 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 = (neck.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_t
i looked at two tutorials and yours worked. liked
This helped me a lot to get started. Thank you!
thank your Bramwell for these tutorials I love how you go into great depths on everything I wish more tutorials went into such depth
Thank you kindly for your help in this tutorial. It made me a subscriber
same
thank you bro really you help my life and you make me happy❤
I applied this to a 3rd person player but it was very useful, thanks!!
thank you so much, i was watching another tutorial and it skipped the part in which the player was created, im a complete newbie, now i can continue the other tutorial (which was about creating a map)
Thank you bro. I am a boy who need these types of tutorials. LOVE FROM PUNJAB
this made me subscribe! By far the most useful and educational vid on this topic I I have seen thus far, with the added bonus of being in godot 4!!
thank you i had no idea how to do something in godot because there was always errors, i didnt think that i will succed following the first tutorial that i clicked on
Thank you so much for all the work you have done, this has given me so much help. And I thank you
Just started using Godot, very helpful video to get up & running quickly, many thanks 👍
I wish there was a video that really explained how to better understand movement functions tied to kinematic bodies so that you could know exactly what kind of bhopping or air strafing glitches to put in movement fps controllers.
Just wanted to say thanks for sharing your knowledge. Keep making these videos. You have a great way of explaining what you are doing.
thanks so much bro, your tutorial is very easy to follow and quick
Hey, man. I'm new to Godot and you've really been helping in the transition to Godot 4. I really appreciate you!
thank you so much!! this was extremely helpful.
thanks, great video! You explained every step. Much appreciated!
tysm Bramwell this helped me alot
This was a big help, thank you!
thank you, this tutorial was very accessible and helpful
Thank you! Explained well and straight to the point.
Exceptionally well done tutorial, straight to the point and just the right amount of explaining of the details of the mechanics. Thank you!
Very nice video, thank you so much Bramwell.
Hey, kind of semi-related but this video helped me fix a long-standing issue with the stair catcher in my character controller being offset if my character starts the level rotated at all, which is fine if the player always starts in the same direction with 0,0,0 rotation, but not great if they do, which is most often the case. It has to do with the lines you highlighted around 17:17 and I used a very similar block to calculate the position of the stair catcher ray cast to swing around in the direction of player movement. I then just had to offset it vertically from the neck height to be near the floor and now it works perfectly no matter which direction the player starts in. Anyway, it had been bugging the hell out of me for a whiiiiile, so thanks for your help!
Great tutorial, thanks mate!
Thanks for the tutorial; found it quite helpful and moved at a pace I found keep up with as a beginner.
you are a genius, you solved my problem of collisions
Very nice intro to some 3D player basics. Thank you very much!
Great tutorial Bramwell! I was just wondering if the camera rotation adjusts to the framerate of the user since it's not in the _physics_process(delta) function?
Thank you for this very clear tutorial! It helped a bunch!
Thanks for the tutorial
Hey man thank you so much its working very good and i am very happy!! you just got a Subscriber😉
thanks for this tutorial!
I found for me the camera was very twitchy. I'm not sure if there are better solutions for this, but this is what I ended up doing:
var x_mov = event.relative.x / 1.7
var y_mov = event.relative.y / 1.7
neck.rotate_y(-x_mov * 0.01)
camera.rotate_x(-y_mov * 0.01)
you might be able to do it in-line (so, neck.rotate_y((event.relative.x / 1.7) * 0.01) for example), but the variables help my readability. Also, change 1.7 to whatever value is comfortable. Larger value will be slower, "smoother" motion.
why complicate, it is enough to add in the _input (event) function:
func _input(e): (well i shorten the EVENT like this :)) )
if e is InputEventMouseMotion:
rotation.y -= e.relative.x * 0.005
head.rotation.x = clamp(head.rotation.x - e.relative.y * 0.005, -1.4, 1.4)
You can change the numbers however you like. He is only responsible for speed and limit.
Awesome video man
Awesome, thanks for the video!
Very interesting, thank you for putting this together!
the tutorial was great! thank you
Thanks a lot ! Helped me out a tone ❤
Love this! Thank you so much.
Awesome video!
Nice tutorial. Very useful. How do I change the movement speed depending on the direction of the movement?
After tinkering around for a while the only way I could get it to work is to put another if statement inside the "if direction:" statement. I replaced the default SPEED const with the walk_speed var. I simply check if move direction is towards positive 1 (which is backwards for the character body), then half walk_speed if they are moving backwards. Otherwise, walk_speed is normal.
# If moving backwards move at half speed.
if direction.z > 0:
velocity.z = direction.z * walk_speed / 2
else:
velocity.z = direction.z * walk_speed
Thank you for this!
This is an extremely helpful video.
@7:46, the movement is quite buggy if you "move left" or "move right" because the CharacterBody3D should either strafing left or right OR the Camera3D should just yaw (i.e rotates around the y-axis) without moving the CharacterBody3D too.
a rigidbody fps controller tutorial would be really good
Thanks alot very useful video much love to ya mate
Glad it helped!
Great Video keep it up!
This is great. Short and usefull.
Can someone help, i started the scene and when i try to rotate is freezes and it says kennedy.gd 10 @ _ready(): node not found: "neck/camera3d" (relative to "/root/node3d/characterbody3d").
cool good job easy to learn continue the hard work
Very nice!
Can you also make a simple tutorial like this for a Age of Empires style camera?
Very cool!
Thank you very very much with your help I finaly make 3d first person controller 😃😃😃
If camera rotation is not working click on the camera in the scene. Then on the right side in the inspector tab under (transform) enable quaternion rotation!!!!
help everytime i look down/right the poc starts spinning and it's uncontrollable
Is there a way to add other functions like interact, running, crouching, and all that?
I learned so much thank you
Might be a bug here, if you rotate the Player node in the editor the movement keys are not mapped to the camera any more...
My hacky fix here is to rotation the basis by the player rotation: var direction = ((neck as Node3D).transform.basis.rotated(Vector3.UP, rotation.y) * Vector3(input_dir.x, 0, input_dir.y)).normalized()
I tried doing that but the keys are still not following the camera when I rotate the Player
I've written the equivalent in C#, which requires a few differences other than the syntax (e.g. you cant directly modify the Rotation properties so need to create a separate Vector3 and set it to the Rotation, then manipulate and clamp that new Vector 3 before setting the Rotation back to the Vector3). This generally works fine but there is one odd behavior... I can't move the mouse and walk at the same time. So I can stand still looking around with the mouse, or I can walk around with the keys, but I can't do both at once. Any ideas? I suspect differences in how C# handles the Input events. If I'm holding W to walk and then move the mouse at the same time, it doesn't appear to be passing an InputEventMouseMotion event to my _UnhandledInput method. It executes the code in that method but not within the "if" that's checking for the InputEventMouseMotion, so presumably the event is something else (like the key im holding down to walk). If I stop moving (let go of W) and move the mouse, it correctly passes the InputEventMouseMotion to the _UnhandledInput method and I can look around fine.
Care to share your experiment with C#?
Very nice! Just one issue: support arrow keys as well as wasd. With Godot's awesome action system being able to bind mulitple key events there's no reason not to. You'll just make your game impossible for lefties to play if you don't. (Best of all make actions rebindable. But that's significantly harder of course.)
Ok, I'm a left handed individual, I became "right handed" on computers when my brother was bothered by me changing his Minecraft settings, I have learned to use WASD and it hadn't taken long for me and It's much more comfy for me nowadays
thank you so much for this tutorial
yo thx for making this godot 4 tutorial 😎
if Input.get_mouse_mode() = Input.MOUSE_MODE_CAPTURED: does not work for some reason, it says that "Assingment is not allowed inside an expression" pls help
15:51 i got up to here with no errors but when i copied the code and ran the game the camera glitched, now it's constantly staring at the ground and i can't rotate it up
same, hope someone replies soon.
there is a problem for me Line 17:Assignment is not allowed inside an expression.Line 18:Assignment is not allowed inside an expression.
I’m having the same issue. Have you figured out how to fix it?
@@foldysnootmack Double equals so type ==
@@nezbro2011 Bloody hell really??? DOUBLE EQUALS??? God damn. Good thing I check the comments for answers... Fucking double equals...
@@P134-i3p Yeah not really obvious at first considering there isn't a gap in between the two.
@@foldysnootmack No
16:00 this is all good but does the player body rotate with the neck? so that the head doesn't just spin around while the body is not. So the body is facing the same way we are looking
I am getting an error on the line :
20 camera.rotate_x(-event.relative.y * 0.01)
error reads:
Attempt to call function 'rotate.x' in base 'null instance' on a null instance.
I copy and pasted the entirety of the code from the github page and the problem still did not resolve, there are no other errors in the code
I have an issue on line 17 of the code that says "assignment is not allowed inside an expression" and idk what's wrong :( can someone please help
its 2 equal to signs "=="
something is wrong with my camera.rotate_x(-event.relative.y * 0.01) does it need any nodes?
honestly with everything else I was so surprised when walking in the right direction was just adding a neck..
12:22 Where did he get this string of code from i dont understand how he got it
copied and pasted it from a document he had on his pc, just retype all the code and it'll work fine
so uhh, i followed this tutorial and i have a bit of a problem, the camera kinda just spins when i move my mouse left and right, but its fine when i move it up and down
i have a bug in line 17. can someone help? here is script:
func _unhandled_input(event: InputEvent) -> void:
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)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x * 0.01)
camera.rotate_x(-event.relative.y * 0.01)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-30), deg_to_rad(60))
i have the same problem! i don't know how to solve it
The -> void idnt needed in godot 4
func _unhandled_input(event):
if event is InputEventMouseButton:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif event.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.relative.x * 0.01)
camera.rotate_x(-event.relative.y * 0.01)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-30), deg_to_rad(60))
i think godot have made changes since this video, so its a little tricky finding the correct terminology
why doesnt godot have buttons to instantiate cube plane culinder etc like unity and you have to set the mesh instance yourself?
OK SO WHEN I AM TOUCHING THE GROUND ITS LAGGY AND WEIRD, it MIGHT BE CLIPIONG idk how do I fix that.
I have this problem too
Why do we rotate the neck node for horizontal movement, but the camera itself for vertical movement? Is it because we want the rotation clamped for the camera?
This is all cool and good, but how do I make camera controls with the right stick on a controller instead of the mouse?
I wish they would rework objects/nodes/scenes manipulations (position/rotation/scale).
Right now this is totally overcomplicated in Godot where there are dozens of functions doing similar things and all are different at the same time.
They should look at Unity's system which is really good.
global.position() - get, global.position(value) - set, the same for local.position and then the same for rotation and scale - that's it!
they could add a second (vector) parameter to change instead of set, global.rotation(value,vector.left) - change value of vector left by a value.
I have no idea why there are really dozens of functions you may use to manipulate and there are totally different - totally lack consistency.
bro is a god
It says if Input.get_mouse_mode = Input.MOUSE_MODE_CAPTURED: isn’t allowed in the expression. Is there a fix to this?
some of the camera script didn't pop up for me like it did for you. anyway i can get the mouse input part?
My jump animation is 60FPS, but my walk animation is 3FPS with 'basic_movements' script. How to fix it ?