Do you understand the difference between local space and global space transforms?

    Also, what node is the script attached to? You are likely mostly dealing with local space values of nodes here and should perhaps instead use global coordinate space values in certain cases instead. And be careful of mixing local and global space values unless you know you need to do so.

      Megalomaniak
      The script is attached to the node called player:

      I see what you are saying about using global positions, I assumed that for some reason just use move_and_slide() would do that on the global side.
      But out of curiosity why does moving it using global positions do anything really? Is this gonna make it go in the direction or the camera? Cause I feel like it wouldnt but I dont know if thats how that works so here I am!

      your camera orientation can be different from the nodes above it in hierarchy, so trying to apply it's local z axis transform to another might lead to unwanted results.

      Methods such as LookAt might take local coords as inputs and do the conversions to global coord space for you automagically but it's something to look out for.

        Megalomaniak

        Ok I've tried goofing around with it for a little bit, so far I havent been able to figure anything out on how to solve the problem.
        So I was wondering if you could like explain a way to actually do this, maybe some examples or something. I think I'm really struggling to grasp this concept

        Sorry if this sounds like I want you to write scripts for me, I genially cannot figure it out

          Frodev How about you paste your whole script in here? Or in a github gist or such if you prefer.

          Frodev You should first make a simple movement setup with a fully static camera that doesn't follow the player. This should give you some fundamental insights on how to work with 3D vectors and basic kinematic movement in 3D. You'll see that this part is very similar to 2D. After that, add a simple third person camera follow to the setup, without any camera rotation. And after you get this to work, add some camera rotation to that follow. And finally you can tune the whole system to look and feel good for the player, by adding smoothing, easing, transitions etc...

          When coding, always try to divide a problem that looks overwhelming into simpler sub-problems, and tackle one by one, gradually building the system from a simple start towards more complexity. You can divide as much as needed until every part of the big problem looks trivial to solve. Then just add all those simple solutions together and voila - you solved the complex problem.

          There's a reason why the whole thing is called game (or software) development - you gradually develop the thing 🙂 In the process, you also develop your knowledge and problem solving abilities.

          Otherwise you'll likely never understand what you're actually doing and will always depend on some premade code that you have no clue how it operates. In the long run, it'd be very hard and frustrating to complete a game working like this.

            xyz
            This is really cool.
            I realize I've done this exact thing before except well a little different, but now looking at this I think I can go do it myself!
            Thanks a lot!

            Genially this is really good advice, thanks!

            Frodev

            okay firstly i personally think that you should reconsider your choice of starting Gamedev with making 3D games, 3D is much more complex than 2D, and i feel like there's more learning resources for 2D Godot games than there is for 3D games, If your issue is with having to make art assets then that's absolutely not a problem, most if not all free tutorials on Youtube will provide you with free to use 2D sprites and will teach you how to import them in the engine

            also i feel like the reason for why none of the 12 tutorials worked for you is because they don't fit in with your current project ,(I mean no way 12 tutorial for the most basic thing are just completely broken ?) here's the thing : as a beginner in Godot you should follow a complete tutorial series rather than just separate small tutorials for separate features in your game, I mean don't search for "how to create basic player movement" but rather search for "simple 3D game tutorial", this way you won't have to worry about the code not working, since it's all built off of one series

            anyway I'm sorry if this reply was unhelpful, i was in a similar place to you where i felt frustrated and couldn't get the most basic features to work, but this sort of advice really helped me learn the best learning method !

            good luck on your game dev journey

              buzzbuzz20xx
              You do have some very good pointers actually!
              But anyhow due to my situation I feel like its the best for me, as I've been making 3D games for over 3 years now and when I chose to come use godot I did indeed start out with 2D but me being not good at pixel art, or 2D animations for that (which took me 3 days to complete a pretty ok thing, only to realize it looks off and have to go redraw everything :<)
              And I personally am trying to make like my own game so I dont as much want to keep using others sprites.
              And in the end 3D modeling is like one of my favorite things to do so I wanted to learn to make 3D games so I wouldnt have to keep suffering

              buzzbuzz20xx also i feel like the reason for why none of the 12 tutorials worked for you is because they don't fit in with your current project ,(I mean no way 12 tutorial for the most basic thing are just completely broken ?) here's the thing : as a beginner in Godot you should follow a complete tutorial series rather than just separate small tutorials for separate features in your game, I mean don't search for "how to create basic player movement" but rather search for "simple 3D game tutorial", this way you won't have to worry about the code not working, since it's all built off of one series

              This is actually a really good point dont know why I didnt think of this.
              Overall thanks for all the advice and I wish you luck on your dev journey as well.

              buzzbuzz20xx It needs to be repeated here that 2d and 3d "my first game" tutorials that come with Godot's official documentation are extremely useful. They cover a lot of ground in a very approachable manner. The stuff that's important for any type of game. It's kinda baffling how many newcomers just plainly refuse to work through them, and then complain about not understanding the basics.

              xyz
              Well you'll be happy to hear that after a long trial and error I did indeed get it to work. I even got to learn about basis (yayy).
              So thanks a lot breaking it down did really help.

              I do have a question as to well I had a couple of main problems in this post and you all gave answers to certain ones of said things, so should I quote each message in a reply and make that the solution or whatever. I just wanted your thoughts on that!