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submitted 1 year ago* (last edited 1 year ago) by nitrogenez@lemmy.world to c/godot@programming.dev

I want to make an FPS controller that feels realistic, like when you move you really feel that your character has mass. In Unity I would've done that with RigidBody, but how do I do that in Godot 4.3.1 with CharacterBody3D? I know that RigidBody3D is not suitable for character controllers. May anyone show me the direction in which I shall dig?

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[-] jwlgowi 1 points 1 year ago* (last edited 1 year ago)

This seems like a good overview.

https://youtu.be/A3HLeyaBCq4?si=lCOFpYPO3pjXe7iL

Basically move and slide. You can track extra values for inertia and mass if you want. You could still use RigidBody3d if you want instead but then I think your control inputs will need to result in use of ‘apply_force’, ‘apply_impulse’ instead of ‘move_and_slide’

this post was submitted on 08 Nov 2023
25 points (96.3% liked)

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