extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 @export var turn_speed: float = 10.0 @onready var camera_pivot: Node3D = $SpringArmPivot @onready var cube_guy: Node3D = $bull_v10 func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back") var cam_basis := camera_pivot.global_transform.basis var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized() var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized() var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).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) cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, camera_pivot.rotation.y, delta * turn_speed) move_and_slide()