extends CharacterBody3D @export var speed = 5.0 @export var sprint_speed = 10.0 @export var jump_velocity = 4.5 @export var mouse_sensitivity = 0.002 @onready var camera = $Camera3D var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _input(event): if event is InputEventMouseMotion: rotate_y(-event.relative.x * mouse_sensitivity) camera.rotate_x(-event.relative.y * mouse_sensitivity) camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2) func _physics_process(delta): if not is_on_floor(): velocity.y -= gravity * delta if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = jump_velocity 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: var current_speed = sprint_speed if Input.is_key_pressed(KEY_SHIFT) else speed velocity.x = direction.x * current_speed velocity.z = direction.z * current_speed # Rotate player to face movement direction var look_dir = Vector3(direction.x, 0, direction.z) if look_dir.length() > 0: look_at(global_position + look_dir, Vector3.UP) else: velocity.x = move_toward(velocity.x, 0, speed) velocity.z = move_toward(velocity.z, 0, speed) move_and_slide()