class_name Walker extends CharacterBody3D # How fast the player moves in meters per second. @export var speed = 14 # The downward acceleration when in the air, in meters per second squared. @export var fall_acceleration = 75 var target_velocity = Vector3.ZERO func _physics_process(delta: float) -> void: var direction = Vector3.ZERO if Input.is_action_pressed("move_right"): direction.x += 1 if Input.is_action_pressed("move_left"): direction.x -= 1 if Input.is_action_pressed("move_back"): direction.z += 1 if Input.is_action_pressed("move_forward"): direction.z -= 1 if direction != Vector3.ZERO: direction = direction.normalized() # Ground Velocity target_velocity.x = direction.x * speed target_velocity.z = direction.z * speed # Vertical Velocity if not is_on_floor(): # If in the air, fall towards the floor. Literally gravity target_velocity.y = target_velocity.y - (fall_acceleration * delta) # Moving the Character velocity = target_velocity move_and_slide()