extends CharacterBody3D var remote_player = false const SPEED = 5.0 const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _input(event): pass func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("player_jump") 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("player_left", "player_right", "player_up", "player_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 else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) var flick = Input.get_vector( "flick_left", "flick_right", "flick_up", "flick_down" ) var flick_ang :float= 0 if flick.length_squared() != 0: flick_ang = flick.angle() var flick_rot = Vector3(0,0,flick_ang) $Torso/LeftArm.rotation = flick_rot $Torso/RightArm.rotation = -flick_rot move_and_slide()