Consider a Subscription Assets : github.com/lukky-nl/FPS-contr... Kenney : www.kenney.nl/ Poly haven : polyhaven.com/hdris This is part 1 of a 3 part fps contoller tutorial series!
12:50 All caps = constant variable. Lower case is local (in method or a parameter) and an '_' usually means private to module/class scope, and starts with a capital letter is public. so at glance of the code you know what are constants and/or what the scope of a variable is. Might be nerd-splaining here but I have watched this excellent video like 5 times now and I am translating it to C#. And I just thought I would point it out. :)
tip : can add this to close the project with ESC button instead of ALT+F4 / ALT+TAB, 1) add input "quit" in input_map and bind it to ESC 2)add this : func _process(delta): if Input.is_action_just_pressed("quit"): get_tree().quit()
or use hotkey system changer program to unbind ESC and bind F8 it to it with an algorithm that would change it back by reverse doing what it does when you click certain shortcut with admin approval before 2 am, also it requires you to fill 3 enctype php triple coded in 32Bytes passwords and they all need to match from randomly generated text while you sing opera live, but worry not, it will have subway surfer at the side bar
Tip: Wanna change all instances of a variable in a script to a different name? "Ctrl + r" brings up "find and replace." Type the current name in the top and the new name in the bottom. Be mindful of if other things contain the character/word you're replacing.
you can give an overview of anything in 30 seconds, just a brief one. 30 seconds per node would be super helpful for absolute beginniners. remember there's no such thing as a complicated topic, only a complicated explanation. the "topic explain in five levels of difficulty" videos is the style I'm thinking. - kingdergarten level. @@BINGUS--
This one tutorial contains stuff I had to dig for in lots of separate tutorials over a lot of time when making a character controller in Unity. So good! Thank you!!
Thank you so much for this amazing tutorial! I followed it and wrote my C# version of your code and it works like a charm! I learned so much thanks to you.
This was a phenomenal tutorial. Kept simple, demonstrated good practices by showcasing frequent testing at each step of the way, and keeping code clean. Also, this taught me that you could drag nodes into the script to create references for them, and that is extremely life-changing! I am eager to watch more of your tutorials, thank you for this service!
this is the best tutorial i could have come across, your teaching it exactly how teachers at my school would and explaining everything instead of cramming it into 10 minutes and editing it like a mr beast video. thank you
I just followed your video verbatim and I got the exact result shown! Thanks so much for making a clear and understandable video that didn't rush, but took it's time to explain EVERYTHING. You just earned yourself a sub sir! GOOD WORK!!!!
honestly your a life saver bro, i can understand everything your explaining witch helps me alot, especially since im currently developing a horror game for my school assignment, so this helps heaps and i cant wait for part 2 and 3 of this controller. Love the content bro keep it up
After finishing this tutorial I have no idea why the sprint and crouch did not work for me initially (Godot 4.1.2 stable) but I figured out a solution; only changing some of the _physics_process(delta) code, I also fixed being able to spam crouch while underneath a surface, bugging out the crouching a bit if not fixed. I hope this helps anyone else having issues like I did! var canClick = true func _physics_process(delta): #Movement States #Crouching if Input.is_action_just_pressed("crouch") and canClick: currentSpeed = CROUCHING_SPEED head.position.y = lerp(head.position.y, 1.8 + crouchingDepth, delta * lerpSpeed) standing_collision_shape.disabled = true crouching_collision_shape.disabled = false canClick = false elif !ray_cast_3d.is_colliding(): #Standing if Input.is_action_just_released("crouch") and canClick: currentSpeed = WALKING_SPEED head.position.y = lerp(head.position.y, 1.8, delta * lerpSpeed) standing_collision_shape.disabled = false crouching_collision_shape.disabled = true canClick = false #Sprint / Walking if Input.is_action_just_pressed("sprint"): currentSpeed = SPRINTING_SPEED elif (Input.is_action_just_released("sprint")): currentSpeed = WALKING_SPEED canClick = true # Gravity
Best tutorial i have found so far, after this i was able to tweak and make my own code in GD script. while crouching you can still jump which causes the camera to clip into the ground, i fixed it by adding another raycast check to see if there is anything above us, if yes then we wont jump while crouching.
Implemented parkour mechanics like vaulting, wall running, tic-tac, sliding and mantling all by myself just from watching this part alone, that's how good the explanation was!
This is a great start to a 3d course, and I am looking forward to following the rest. Godot + GDScript is a bit different than Unity + C#. I have just one comment. By convention constants are typically ALLCAPS. It's a convention that is used so it's understood you are looking at a const value, and not looking at a variable and so that others that are reviewing your code are signaled that the value is a const. Sure you can go back to the header of the file where the values are cast and set, but this prevents it as a necessity. This convention is shared across most languages.
I just had the itch the other day to learn how to make a game. Found Godot to be the most welcoming engine for a complete newbie like myself. Following this video just makes too much sense as the very first thing to do and learn. Thank you for the information I can now absorb.
Im 10mins in and loving this video, Im not new to Godot, or programming in general, but I am new to 3d, so I really appreciate the pace and explanation of this video..
this is a really good tutorial, your narration is very good. one thing i'd do is change the raycast to a shapecast to avoid standing up halfway inside objects though
Thanks a lot for sharing your knowledge, i really like how you explain everything and test it step by step, that makes it easy to follow. oh and btw, you have a very nice voice ^^
There's another way to manage the collision shape when player is crouching, instead of having two collision shape, you can take only one and change its scale and position on y axis. Nice tutorial! It helped me a lot!
This tutorial is WAY better than 2 other channels I tried doing the exact same kind of script, but both of theirs did not work, due to "path not found" errors and such, and no real explanation of half of the code. Thank You!
Your video is amazing. You actually taught me so much and I am on the 31:00 min. Note I have 36+ hours in Godot as of writing this comment. I am not such a begineer. Well done with your video!
Couple of things I picked up on which may be useful to some people: - If you want to split your sprint function out and not have it inside your crouching behaviour, you can use boolean variables like 'is_crouching' to control whether sprinting is allowed, i.e. you can set 'is_crouching = true' when your character crouches, and then write if 'Input.is_action_pressed("sprint") and !is crouching:' when calling your sprinting code - If you don't want to use two separate colliders for crouching, you can modify your collider's height directly using collider.shape.height. The advantage with this is that the camera will follow the collider's relative height, and you can lerp between the two different heights for smooth transitions.
to clarify on my issue more both of the if statements work fine however one of the speeds either crouch or sprint doesn't work if it's the 2nd if statement in physics process
I have 2 is_action_pressed I came from roblox and generally the approach would be to have 2 different input action functions as I can interpret from your example
add these to the beginning of the code: var IsSprinting: bool var IsCrouching: bool replace crouching and sprinting with: if Input.is_action_pressed("crouch"): IsCrouching = true current_speed = crouching_speed head.position.y = lerp(head.position.y,1.8 + crouching_depth,delta*lerp_speed) else: head.position.y = lerp(head.position.y,1.8,delta*lerp_speed) IsCrouching = false current_speed = walking_speed if Input.is_action_pressed("sprint") and !IsCrouching: IsSprinting = true current_speed = sprinting_speed elif IsCrouching: current_speed = crouching_speed else: IsSprinting = false current_speed = walking_speed I'm a beginner ^^ I managed to do it like this and it works for this project =) Please correct me if I did something redundant.
Great tutorial! Very clean and easy to understand code. I would explain what is written in the Godot manual though: " CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a MeshInstance3D with a PrimitiveMesh. "
I had an idea for future tutorials for newer users of godot to learn better, whenever you're doing something similar to what you previously did it might be beneficial to tell them to try it on their own so they can learn how their code works better. Like for instance when figuring out how to rotate the head horizontally it's a good opportunity to put your mind to work and remember it more concretely. in any case this tutorial was awesome and I hope to see more!
Thanks for your time and effort to teach us! one tip when renaming variables is the Ctrl + D that will select all similar ocurrecies, like in other editors like VS Code!
One thing I have discovered for crouching that I use instead of using code to change the height is an animation player. It lets you adjust the height of anything on your player while also not cluttering your code as much since all you have to do is tell it to play one animation when crouch is pressed and another when it is released.
Thank you so much, I've been struggling with the player for months now, specially the crouching. I'm using godot 3.5 and I only had to tweak a few things, but aside from that, thank you so fucking much
This is the best tutorial I've come across, ever! One problem I had though is that my character would fall through the floor after un-crouching after I added the raycast. It might have something to do with my variables, but if you know how this issue could've happened it would help a ton! Edit: Nevermind I just accidentally deleted like 3 lines of code lol
Nice video! The only detail I'm seeing that I would improve on, is that you're lerping the camera inside the physics_process function. You want to figure out a way to do it in process, so that the camera position updates on every frame (interpolates smoothly).
I ran into a small bug with the raycast i haven't seen other comments mention, so I thought I'd share my solution incase anyone else needs it. When I set my RayCast3D node to the bottom of my player, it would detect the StaticBody3D that I had set as the scene's floor, basically locking the player into the crouched position after the crouch input was pressed. All I did to fix it was raise the raycast node's Y position by 0.1, and then shorten the raycast node's target position by 0.1 on the Y axis. So now the node is now off the ground, and still reaching the top of the player. Great tutorial btw, really appreciate it!