Jesusemora Is there any way to add this kind of behavior to a Kinematic body? Rigid body will introduce a bunch of unwanted behaviours, that will need to be mitigated, I believe. Am I wrong?
Momentum for a First Person Controller in Godot 4
Megalomaniak I would love to learn how to use tweens for stuff like this. I would like to tween most of my variables, I don't know how though, I'm a newbie.
why not lerp?
kuligs2 Well, lerp is linear and I would like a curve. Ideally, a custom curve that I can control precisely.
You could try to do something physics-like: measure your velocity, and then if no input and touching the ground: change it progressively to zero. If not touching the ground: change it progressively to straight down.
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axolotl That's too advanced for me to figure out on my own right now, unfortunately
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I've been working on an answer for a few days. This has been something I've wanted and tried to do for a while now, so I'm happy that my asset was just accepted to the AssetLib! It's called Rigid Character Body 3D, if you're using Godot 4.2 or later you can take a look at it. It's not the greatest thing ever but I think it does a good enough job to get you going on this.
It extends RigidBody3D and adds movement forces and drag which creates a simple and configurable character controller.
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wabbit That's awesome, thank you! However it's not exactly what I'm would like to achieve, I would like something of an imitation of momentum added specifically to a Kinematic Character Controller.