Godot4 version: 4.0 stable
OS: Win 10
This week, I have implemented new features for the character controller, including step climbing, wall vaulting, crouching, and weapon clipping avoidance. The movement code is based on Btan's project for Godot 3.
The step climbing functionality utilizes the "cast_motion() (PhysicsDirectSpaceState3D)" function, while the weapon clipping avoidance utilizes "intersect_ray() (PhysicsDirectSpaceState3D)" to detect walls. Additionally, in my specific case, using a cylinder shape for the controller's collision was causing instability when interacting with objects. As a result, I have changed the shape to a capsule.
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=*= References: =*=
-info:
“Collision Response:How to Climb a Staircase Properly”, Btan
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"Q_Move", Btan
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-arm rig:
"Insurgency 2014 Custom Animation Multi-Rig"
[ Ссылка ]
-assets:
"GodotDebugGeometry", Cykyrios
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"Godot-Engine-FPS", Droivox
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"mauser1914", 8sianDude
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"Door (wood)",DiggenDigga
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"Dirty Car - Cadillac 75 Sedan 1953",ROH3D
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"Fences | Concretes | Metal | Desert | Old | Pack",YadroGames
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"Set of wood Wood Planks", Sousinho
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"Stahlhelm M40 (Feldgrau)", Armored Wave
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