3rd person controller is almost working, how to fix the glitches

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:bust_in_silhouette: Asked By nate066

I have my 3rd person character controller almost working but it has a couple glitches which im not sure how to solve. The glitches are

  1. When moving and pressing jump the character jolts forward

  2. when camera is rotated up looking down at the character the character wont move or moves slowly.

  3. the movement is not smooth, its jittery/jumpy, im guessing interpolation would fix this one. This is fixed, was not part of the character controller, the issue was that godot was lagging while updating the remote scene this can be turned of by clicking local while playing the game in the editor inspector.

here is a video of the issues: https://streamable.com/ogf8r

extends KinematicBody

export var speed = 50
export var up = Vector3(0, 1, 0)
export var gravity = 0.98 #Gravity Feels off, its linear it doesnt speed up gradually : FIXED
export var jump_force = 25
export var jump_count = 2
export var health = 100

export (float) var mouseSensitivity = 0.1

var yaw = 0.0
var pitch = 0.0
var dist = 4.0

var dir = Vector3(0,0,0)
var vdir = Vector3(0,0,0)
var jump_cnt = 0

func _ready():
	#Setup Clipped Camera
	$Rotation/ClippedCamera.process_mode = ClippedCamera.CLIP_PROCESS_PHYSICS
	$Rotation/ClippedCamera.add_exception(self)
	
	#Set Mouse mode to captured, so, it doesnt show.
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
	
#Mouse And Rotation
func _input(event):
	if event is InputEventMouseMotion:
		
		var mouseVec : Vector2 = event.get_relative()
		
		yaw = fmod(yaw  - mouseVec.x * mouseSensitivity , 360.0)
		pitch = max(min(pitch - mouseVec.y * mouseSensitivity , 90.0), -90.0)
		
		$Rotation.set_rotation(Vector3(deg2rad(pitch), deg2rad(yaw), 0.0))
	

func _physics_process(delta):
	
	
	#Gravity
	if not is_on_floor():
		vdir.y -= gravity
	
	#Left Right movment
	if Input.is_action_pressed("ui_right"):
		dir.x = 1
		
	elif Input.is_action_pressed("ui_left"):
		dir.x = -1
		
	else:
		dir.x = 0		
		
	#Forward Back Movement
	if Input.is_action_pressed("ui_up"):
		dir.z = -1
		
	elif Input.is_action_pressed("ui_down"):
		dir.z = 1
		
	else:
		dir.z = 0		

	#Jumping
	if Input.is_action_just_pressed("ui_accept"):
		if jump_cnt < jump_count:
			vdir.y = jump_force

			jump_cnt += 1
			
	#apply basis
	var basis = $Rotation.transform.basis
	basis.y = transform.basis.y
	dir = dir.normalized() 
	dir =  basis * dir
	
	print(basis)
	dir =  dir * speed
	
	
	dir.y = vdir.y
	

	
	
	#Apply Movement
	var mov = move_and_slide(dir, up)
	

	
	if is_on_floor(): #is_on_floor() Should be after move_and_slide()
		jump_cnt = 0

Thanks for the help!