extends CharacterBody3D @onready var _skin: Node3D = $skin const SPEED = 5.0 const JUMP_VELOCITY = 4.5 * 3 const FALL_SPEED = 2.0 var _last_movement_direction := Vector3.FORWARD func _input(event: InputEvent) -> void: if event.is_action_released("ui_accept"): velocity.y = 0 func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * FALL_SPEED * 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("ui_left", "ui_right", "ui_up", "ui_down") 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 _last_movement_direction = direction else: velocity.x = 0 velocity.z = 0 move_and_slide() if is_on_floor(): _skin.forward(velocity.length()) _skin.global_rotation.y = Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP) else: _skin.fall()