0 votes

I've been trying to use KinematicBody for character movement, but It's behaving pretty unexpectedly. It's compounding the force of gravity but only when in motion. here's the entire script:

extends KinematicBody

var velocity = Vector3.ZERO
var max_acceleration = 100
var max_speed = 10
var max_ground_angle = 45
var movement_input = Vector2.ZERO
var snap_normal = Vector3.DOWN
var snap_distance = 0.2

func _process(delta):
    movement_input = Vector2(
        lerp(movement_input.x, 
        Input.get_action_strength("move_right") - 
        Input.get_action_strength("move_left"),
        0.4),
        lerp(movement_input.y,
        Input.get_action_strength("move_down") - 
        Input.get_action_strength("move_up"),
        0.4))

    movement_input.x = clamp(movement_input.x, -1, 1)
    movement_input.y = clamp(movement_input.y, -1, 1)
func _physics_process(delta):

    var gravityNormal = ProjectSettings.get_setting("physics/3d/default_gravity_vector")
    var gravityStep = (gravityNormal * ProjectSettings.get_setting("physics/3d/default_gravity")) * delta
    velocity += gravityStep

    var max_speed_change = max_acceleration * delta
    var desired_velocity = (Vector3(movement_input.x, 0, movement_input.y) * max_speed)

    velocity.x = desired_velocity.x
    velocity.z = desired_velocity.z

    velocity = move_and_slide(velocity, Vector3.UP, true, 4, deg2rad(max_ground_angle))

The ray is casting to the velocity vector while capsule is in motion.

Godot version v3.4
in Engine by (16 points)

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