- Edited
Hello! Happy to be here
I am working on a top down 3D game using Godot 4.X and, since I am new to programming and Godot, I followed Lukky's tutorial on creating a character controller. The result is great, but the rotation of the character is a bit stiff, popping from one direction to another, specially when using keyboard (WASD). Any suggestions on how I could smooth out the rotations better?
`
extends CharacterBody3D
const SPEED = 2.5
const JUMP_VELOCITY = 4.5
var isWalking = false
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var animation_player = $Visuals/mixamo_base/AnimationPlayer
@onready var visuals = $Visuals
func _ready():
animation_player.set_blend_time("idle","walking",0.2)
animation_player.set_blend_time("walking","idle",0.2)
func _physics_process(delta):
# 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", "backward")
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
visuals.look_at(direction + position)
if !isWalking:
isWalking = true;
animation_player.play("walking")
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if isWalking:
isWalking = false;
animation_player.play("idle")
move_and_slide()
`