0 votes


I got it mostly working but as you can see since the parent is responsible for X axis rotation and since its not moving with the ship, the ship will only rotate around the parent and not itself. And I need it to rotate around itself.

Parent(X axis rotation)
->Child(Y axis rotation + forward and back movement)
->->Ship OBJ

I believe the potential fix for this is to either make the parent copy the child's position (but I cant get it to work for some reason) or make one on them do both rotations.

Attached To Parent

func _input(event):
       if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
    child.rotate_x(deg2rad(event.relative.y * MOUSE_SENSITIVITY *-1))
    self.rotate_y(deg2rad(event.relative.x * MOUSE_SENSITIVITY * -1))

Attached To Child

var speed = 0

func _physics_process(delta):
    if Input.is_key_pressed(KEY_E):
       speed = speed + .1
    if Input.is_key_pressed(KEY_Q):
       speed = speed - .1


If you have another way of doing this movement I would very much appreciate if you could help me!

in Engine by (26 points)

1 Answer

0 votes
Best answer

Aight so it turns out I was dumb and I didn't know basis is a thing.. im posting my code here incase anyone else will ever need this =) the code is basically a free float camera/node only missing z rotation

extends KinematicBody

var rot_x = 0
var rot_y = 0

var velocity = Vector3()
var speed = 1
var frictionspeed = 0.05


func _ready():

func _physics_process(delta):
    velocity.x = lerp(velocity.x , 0 , frictionspeed)
    velocity.y = lerp(velocity.y , 0 , frictionspeed)
    velocity.z = lerp(velocity.z , 0 , frictionspeed)

    if Input.is_key_pressed(KEY_W):
        velocity += -transform.basis.z * speed
    if Input.is_key_pressed(KEY_S):
        velocity += transform.basis.z * speed
    if Input.is_key_pressed(KEY_A):
        velocity += -transform.basis.x * speed
    if Input.is_key_pressed(KEY_D):
        velocity += transform.basis.x * speed
    if Input.is_key_pressed(KEY_SPACE):
        velocity += transform.basis.y * speed
    if Input.is_key_pressed(KEY_CONTROL):
        velocity += -transform.basis.y * speed

    velocity = move_and_slide(velocity)

    if Input.is_action_just_pressed("ui_cancel"):
        if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:

func _input(event):
    if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
        rot_x -= (event.relative.x * MOUSE_SENSITIVITY)
        rot_y -= (event.relative.y * MOUSE_SENSITIVITY)
        transform.basis = Basis()
        rotate_object_local(Vector3(0, 1, 0), rot_x)
        rotate_object_local(Vector3(1, 0, 0), rot_y)
by (26 points)
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