extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 var tps:bool = true var animation_object:AnimationPlayer = null # Get the gravity from the project settings to be synced with RigidDynamicBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _init(): tps = true print("_init player_ship") func _ready(): search_animation($character, "/") $camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current() print("_ready player_ship") func search_animation( obj:Node , root:String = "/") -> bool: var ret:bool = false for i in obj.get_children(): print("DEBUG - search_animation: " + root + String(i.get_name())) if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player": animation_object = i return true else: ret = search_animation(i, root + String(i.get_name()) + "/" ) if ret == true: return ret return false func _physics_process(delta): return # Add the gravity. if not is_on_floor(): motion_velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): motion_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("ui_left", "ui_right", "ui_up", "ui_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: motion_velocity.x = direction.x * SPEED motion_velocity.z = direction.z * SPEED else: motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED) motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED) move_and_slide()