Juiced Up First Person Character Controller Tutorial - Godot 3D FPS
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- čas přidán 18. 05. 2023
- In this video we create a first person character controller for Godot 4 from scratch. We also add a range of game feel features including headbob, sprinting, fov change, and inertia. This controller can be used for a variety of Godot 3D first person games, including FPS, horror, survival, RPG, etc. All of this code works with Godot 4.1.
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As badunius pointed out, a capsule shape is better for collision because it is a simpler shape. When you're creating a collision shape make sure to use that. This has been updated on github. Also make sure to turn on collisions for any CSG boxes you add or you will fall through the floor.
where do i do that????????????????????????????
edit: nvm
I said the same thing bro@@tftc97
hey do you still reply under older videos, if yes do you know why my camera moves on both x and y axis when i load the game
@@Kirico_gd Head pivot is for horizontal rotation and Camera is for vertical
the camera portion of the script should look like this
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-45), deg_to_rad(45))
can you add crouching please, i need this character controller for a horror game im making, i REALLY need crouching
If anyone is having issues and falling through the floor you might need to go into the CSGBox and turn on "Use Collision" in the Inspector panel on the right hand side.
You might also need to setup Collision Layers and Collision Masks, this is also in the Inspector Panel. On the CSGBox turn on Collision Layer 2 and Collision Mask 1.
For your CharacterBody3D turn on Collision Layer 1 and Collision Mask 2.
thanks !
Holy shit thank you
Thank you!
Couldnt thank you more.
Thank you, you're a lifesaver 🙏. I thought I had done something wrong 😅.
One of the best First Person tutorials I've ever found for Godot.
A LOT of other videos seem to throw out the sample code for far more complex code that just dose the same basic stuff in a different way. I like how you just build off it instead, and provided us with a simple, yet highly configurable base.
I also learned a few tricks I can apply in my 2.5D character controller since it also uses the same sample code.
From here, I'll be looking to add in a raycast system in order to see what the player is looking at and maybe a menu system, which I now know how to do thanks to people like you!
Thank you friend! :) I'm really glad I get to help out
The best simple head bob I could found in the internet, the other ones are overcomplicated and they didn't seem so nice, great job!
Thank you! :)
YES, elegant, simple, tweakable, straightforward and bulletproof... Just starting godot( turnover from Unity ) more than 7 yrs of xp...
@@legiongames2400Hey man! Cool vid, i really like that headbob. But, how can i make footsteps sounds with it? (I hate animation player and blend tree headbobbing)
THE POWER OF ACTUALLY USING MATH AND ACTUAL FUNCTIONS IN GODOT
0:45 technically capsule collision shape gotta be better for perfomance, because you have to solve just one primitive collision, whereas a convex hull is solved on per face basis.
Oh yeah that actually makes sense.
way better for performance. You could argue that the capsule is calculating 3 shapes, (2 spheres, 1 cylinder), but the calculations to do those is ludicrously simple and fast. Switching to face collisions is not great.
I've always just used a cylinder for character collisions! I've found its the simplest possible shape which also gives the best results for collisions!
I find it easier to pull better snippets of code and explanations from random tutorial vids than to watch tutorials on specific subjects as some tutorials will mislead you from what you want to actually accomplish in your code.
Wait
HOLD ON YOU GAVE ME A IDEA!
@@dapperwolf465what js ur idea
Says the intermediate programmer who probably knew Python before learning Godot.
@@bamb00zld flexing your credentials on a tutorial video is pretty embarrassing
Hello LegionGames!
I wanted to thank you for creating this video. I recently wrapped up my Godot 4 FPS prototype and this video played a monumental role in getting the initial player controller implemented and working for my project. I just published my video of it on my page and have added you in the game's credits as a thank you for this tutorial video.
Thanks so much again and looking forward to future uploads!
Thank you friend! :) I'm really glad it helped you out!
I am starting now on the game dev world and this was the first video I found that didn't bore me to death! Straight to the point and great humour! I was planning on doing a single player arena shooter and you have the perfect video.
Thank you so so much, I really hope you have lot of success in your life ☺
Really good tutorial. I like that it was fast and informative but didnt get bogged down into every little gritty detail
Absolutely wonderful tutorial, thanks so much. I am a rank n00b to game dev in general, having downloaded Godot last week. I found it super instructive to type the script along with the video, but to use the Git download to help with fault-finding, when I inevitably made mistakes.
straight forward video with a snappy sense of humor. love it
great tutorial, thanks a lot. To anyone new to godot, if you are confused about what a function is doing, then i recommend printing out the variable the function is modifying. This helped me understand a few things a bit better
That's a great idea even if you're not new to godot haha, thank you for watching!
amazing vid, i've understood pretty much everything you've taught me, thank you!
This is awesome! Thank you for your great work!
Thank you! :)
thanks! i just switched from unity to godot and this is the most helpfull tutorial i have found so far
Hey welcome to the engine haha, I'm glad you're enjoying my videos
Thanks for such a detailed tutorial.
Glad you liked it
This really helped me out, thank you for the tutorial and have a nice day
Thank you for watching friend! :)
Thank you so much for this tutorial. I've never really gotten into coding before, so I'm attempting to learn Godot to get into the swing of things. I would love to see another video perhaps diving into crouching implementation as well as crouch sliding! :)
This was exactly what I needed while I'm learning, thank you! Now for that extra juice I gotta find some way to add a little acceleration and hopefully a faster initial jump speed like source games...
thanks so much bro this is such a huge help!
Thank you my dude, this has helped me remake my character controller after I switched to fps!
Thank you, I'm glad you enjoyed! :)
Great job! I would recommend using similar lerp functions to add acceleration/deceleration
this was honestly kind of fast , but very informational and easy to follow:,)
Great video, succinct and helpful
Amazing tutorial! Learned a lot about gd script from this.
Thank you! :)
Great stuff keep it up!
Great tutorial!!! 👏👏
Great tutorial, thank you!
Glad you enjoyed it!
My favourite was the headbob function. That "->" should come in handy.
Great toutorial
the code works perfectly and i can almost understand it!
Thank you friend! Hopefully I can do better next time so you understand it all.
@@legiongames2400 well im a beginner so I dont realy know how to code that much!
oh this *was* very helpful and fun. thanks!
Thank you! :)
thank you sir i was able to create a juiced up first person controller! and mod it to my likeing!
Looks very cool!
5:15 or even better, you can rotate your entire body along the Y axis and not just your head. Shadows will give you away if you'll switch to a non symmetrical body.
Very good point.
thank you for this, until I rotated the head, the body didn't rotate, and so I looked backwards then walked forwards, I'd be going backwards, but rotating the body fixed that.
@@Jacklo-the-catsect well thats cause you multiplied the direction by the forward vector of your actual player, not your head
(not trying to justify using the head, just sayin)
This fix is also better in the way that now your starting rotation of the body doesn't have to be zero in the engine. Now you can rotate the entire body to your hearts content in the engine without it messing up local an worldposition's whilst walking
Just for anyone running into trouble here, you will be replacing head.rotate_y(-event.relative.x * SENSITIVITY) with rotate_y(-event.relative.x * SENSITIVITY) to accomplish this, since if we rotate_y (or do any translations or rotations without specifying what we are translating or rotating) we will enact this on the 'scene' that the script is attached to, in this case the root "Player"
Your content is great, you have a good pace (I like the 'faster' pace that you use), and Godot will be all the hype soon enough thanks to Unity's foolery. I subscribed, thank you so much for taking your valuable time to make this content for us. You make learning Godot fun!
Thank you very much! :)
Tremendously helpful.
This is the best tutorial for a FPS character controller. Your code is just too clean for human eyes.
Thank you friend! :)
this was amazing. incredibly fast, and concise. thank you! for any new game devs like me who couldn't figure out the collision at the beginning of the video: Just click CSGBox3D, and in the CSGShape3D menu on the right, click the checkbox next to "Use Collision". Make sure to do this for the other boxes you make for the level too. You can CTRL+click all the boxes you want to add collision to and add it to all of them at once.
This video and the following in this zombie fps series are a good introduction to 3D in Godot 4.
Haha thank you! :)
@@legiongames2400 proper shooter tutorials with actual animated characters are thin on the ground for Godot so I hope the.algorithm catches wind of it.
Thank you so much! You helped me so much.
Subscribed on you and liked the video.
ооо, неожидал тебя тут увидеть, я делаю свою игру а тут ты в коментах
@@TupyBro заебал
Thanks a little fast but help understand how godots code works
this seems very useful! the one thing i'd REALLY like to see would be stair handling? none of the player controller tutorials seem to care about being able to use stairs.
Yeah stairs are a little more difficult tbh, I would love to make a more complete controller one day, but there's a really well-made video that describes the concept in general concepts: czcams.com/video/ILVUc_yV24g/video.htmlsi=rZX2XExOCMyssIs3
very helpful thank you very much
Super helpful.
It would be amazing if you could do crouching and sliding based on current velocity (so you can slide down a slope).I've been trying to wrap my head around it for some days now without success... Great tutorial by the way!
Cool idea! And thank you for watching! :)
Very useful, I am too lazy to write my own code, so hippity hoppity your code is now my property.
Wouldn't want it any other way, hope you're enjoying Godot haha
Omg thanks so musch all the tutorials Are so old and war
Thank you for watching!
this is so good
This guy needs more credit!
Thanks bro, are the best :D
you can include camera tilt when moving in a direction it looks really cool in part 2 ,can add sound effects for jumping,landing, running, add particles and crouch/sliding hehe ik its too much but would love to see that
Yeah all of these would be really important for most games!
@@legiongames2400 is this a taunt or you are serious? 😂
@@M_SWasUnavailable LMAO my bad if that sounded sarcastic. No, I'm serious, sound effects are a little tricky here so would be cool to do a vid on that. Plus extra camera movement like a little drop when you land, tilt on strafe, etc would make it even more juicy.
@@legiongames2400 haha its fine
@@legiongames2400 you should do this!! pleaase!
If you update camera bobbing inside the physics process won't the movement look jittery in higher refresh screens? I can't test it myself but maybe it would look smoother in the normal process.
Thanks!
One thing that's easy to miss cause the effect is subtle but if you have no velocity you don't reset t_bob value so your camera could be shifted ever so slightly from the bob when not moving anymore.
nice , thank you
thx my dude =)
this helped thank you, although I would suggest 0.007 as the sensitivity, as it's much slower, but still fast enough, it also doesn't make you feel like you're on a rollercoaster.
Yeah people tell me my mouse sensitivity is too high all the time tbh. :D
i just multiplied it by the process delta time ._.
One thing I noticed is that there was a blurr on the edges of ojects when rotating the camera, this is because the rotation is calculated on the physics layer intbeween frames when it should be calculated on the frame layer _process().
great tutorial! my character moves well now, I just wanted to ask, is their a way to tune the headbob so that you can match it up with footstep sound? I have added footstep sounds to the game but the headbob doens't happen at the same speed and it looks unnatural, I need a way to increase/decrease the freq of the sin wave
this was pretty entertaining to watch, although i have a pretty silly question, your Rs are giving a W sound, is that normal? I'm curious
thank you for this, it helped a lot. I do have a question. I would also like to have the camera movement be controlled by the right stick of a controller. I set up the project inputs for it, but how would use them with your camera movement code to have the player able to use mouse and keyboard OR controller to play
Just a question for a newbie, is it okay to create the player node and world node in the same scene ?
I have never had to pause a video so many times lol
10/10 would recommend
Music to my ears
amazing
Really great video!
Small question though, any chance you can make a follow-up video showing how to handle a controller for motion? I mean, the direction is pretty straight forward as it is a simple mapping of the (in my case) left joystick to the created action (not to mention the jump and sprint buttons) but the camera adjustments are kind of tricky as the game listens to mouse move events (as an input) and for the joystick, it feels like the modification should happen in the _process or _physics_process code rather than from the event itself.
Right, after a tiny bit of fiddling, I found it out. Sharing cause it might be useful for someone.
The first thing I did was to export the 3 lines handling the rotation in the _unhandled_input function to a dedicated function _handle_rotation taking x, y and sensitivity as parameters. I make sure to pass the final values of x and y (i.e. -event.relative.x). I pass the sensitivity as I want to have a different sensitivity for mouse move and joystick.
So I created the input for the right joystick (look_up, look_down, look_left, look_right) and in the _physics_process, I get the values the same way I get them for the movement (Input.get_vector). If the return value is not Vector2.ZERO, I call the _handle_rotation function. Done.
thank you!
Thank you for watching! :)
Great video, could you make a tutorial that implements head *sway* as well as head bob. Where the head kind of leans/ or rotates side to side when you move side to side similar to in games like Quake, Devil Daggers, Ultrakill, DUSK etc.
That'd be a cool feature for a potential part two, thank you for the suggestion
@@legiongames2400 you're tutorials are really great for learning godot. Im currently halfway through the third video. You're second video really helped me understand how to use scenes to create prefabs. Although I've had to use shapes like cylinders, squares and circles as the collision shape for the static bodies because the convex shapes were really bad performance wise at least for me. Anyway keep up the great videos.
on the off chance you still care about this, just throw "camera.rotation.z = lerp(camera.rotation.z, deg_to_rad(YOUR DESIRED DEGREES) * input_dir[0], delta * YOUR DESIRED RATE OF CHANGE)" in your physics_process
@@cynkcaj thanks
Is there a reason for walk/sprint values being const? If you wanted to add a speed boost or something would it still make sense to structure this way?
Think of the constant values as a base value that everything else builds off of. If you want to add a speed boost, do something like WALK_SPEED * 2.0 to double their speed. Then, when the boost disappears it reverts back to whatever the base speed is.
Hey! I know this is a bit late for a 2 months old video but can you also show me how we can implement the crouch mechanic as well the slide? That would be very helpful from you, Great tutorial by the way!
for crouching, just scale down the collision on vertical axis and lower the camera position. also you should do a line trace when uncrouching to make sure your character has the space to stand up
for sliding do the same stuff but also stop using the player input for movement/velocity but instead store the forward direction when the slide is first activated and use it for the movement, then decelerate to taste until equal to crouched walkspeed then start using normal crouching behaviour.
also make a state machine for movement. i.e. make an enum for movement states like walking/crouched/sliding. then use a switch/match statement to set the velocity in the way each of those states requires
Really cool stuff thanks. Out of curiosity how hard would it be to add something to handle stairs?
Surprisingly complex topic tbh LOL Not too difficult but it is its own thing, check out this video czcams.com/video/ILVUc_yV24g/video.html
I thought you just made an invisible ramp so they didn't get stuck on the stairs.
Hey, I was just wondering, how can I put in a camera tilt like in Quake or Half-Life that happens when you strafe? I tried implementing some methods but all of them cause the camera to rotate in wierd ways in game.
You could maybe try doing it with an animation player if it's not working out through code.
Do you know how I could add crouching, and make it lower the position of the camera? I tried, doing what I thought could possibly work, but it didn't.
How are you making the camera smaller to fit on the capsule
For anyone wanting to untie player movement from physics tickrate: For me moving move_and_slide() to _process(delta) instead of _physics_process(delta) fixed the "laggy" 60fps camera translation movement. Now my physics framerate is 30 to save performance on the CPU and it still feels good :)
I've been searching for the cause of those "lag spikes" for 2 days... Thank you :')
I've heard if a big lag spike hits it can completely mess up your physics engine if you do this from another youtuber, but I'm not sure if its true
Ok so I'm having an issue where if I walk diagonally and stop now the character slides a tiny bit to the left or right depending on if I was walking backwards or forwards, its a small thing but I don't know how to fix it. Any suggestions?
Just thought I'd put it here, if anyone is using a ColorRect on the camera and not getting any mouse input, go to the ColorRect and mess with the mouse settings in the Inspector. It's typically on Stop
I don't get it. I get like 1-2 fps but when I jump and during the jump/fall and while falling through the void i get perfect 60 fps even when moving the camera, what is this and how can I fix it? I know that my pc isn't that bad so I don't get why I only get good fps while jumping / falling. I already tried disabling the sun fro example but it didn't help 1 bit.
is it just me or all the godot tutorials way better and easier to understand than the unity ones...
Godot is easier to understand than unity :D That's why I use it
@@legiongames2400 please help im stuck in the ground even when i use your code from git
good tut! but my camera is at the players feet since i added the camera bobbing any thips?
Can you help ive copied one for one on the mouse stuff but it just doesnt work pls respond
I have a problem with the camera I did all the code and I put it where I wanted it, but it keeps going to the bottom of the capsule
would love to see a tutorial on small height differences your character can get on. For reference like a sidewalk. Oddly enough my character will not go onto a sidewalk xD
Yeah it's a little tricky haha :D This is a really cool video covering it though czcams.com/video/ILVUc_yV24g/video.html
I have watched all your rhythm game videos and they are just so cool can u make a tutorial for how to make one ?? would be much appreciated
What kind of rhythm game are you looking to make?
@@legiongames2400 something like friday night funkin looked for a tutorial everywhere but nothing was found then came across your chaneel which had loads of rhythm game stuff if u could make a tutorial for fnf type of rhythm game that'd really help also love your videos!!!
I added a dash ability into this template but I have a problem with the inertia. Dashing creates a Vector3 that gradually decreases to zero. The dash vector is then added to the velocity vector and this works well on when on the floor (since I haven't added inertia when on the floor). However when dashing in the air the player velocity gets super fast. Any tips on how to fix this?
Here's how I tried to make it work:
velocity.x = lerp(velocity.x, direction.x * SPEED, delta * 2.0) + dash_vel.x
EDIT: I got rid of the dash vector and just added the dash amout to the velocity and added an if statement for lerping the velocity if it's higher than the const SPEED and now it works
Hi, great video! I absolutely loved the camera bobbing. I was wondering on how I can add enemies? I'm new to Godot!
Hey thank you for watching! I'm currently working on a level design video & then a video on that exact topic after that. To point you in the right direction for now look into creating enemies with CharacterBody3D just like the player and then adding a NavigationAgent3D so they can navigate your map and chase the player around.
@@legiongames2400 Thanks, but why not a rigidbody?
@@lionlight9514 Rigidbodies are not really intended for use with characters you're moving through code. They're more for props or puzzle objects you're pushing and moving around with your character. Rigidbodies are fully physics simulated and instead of the useful move_and_slide function you have to apply directional forces to move them around so they're extremely annoying to use for anything but that.
@@legiongames2400 Ah, makes sense. Thanks!
thx god
That’s cool. How do you change it to third person perspective?
If anyone is having issues with a certain error found in the console about _headbob. (This error: Standalone lambdas cannot be accessed. Consider assigning it to a variable.) The error you're encountering is due to the indentation of the _headbob function. In Godot, all functions need to be properly indented at the class level. Here is the corrected script:
extends CharacterBody3D
const SPEED = 6.5
const JUMP_VELOCITY = 6
const SENSITIVITY = 0.005
const BOB_FREQ = 2.0
const BOB_AMP = 0.08
var t_bob = 0.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = 9.8
@onready var head = $Head
@onready var camera = $Head/Camera3D
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _unhandled_input(event):
if event is InputEventMouseMotion:
head.rotate_y(-event.relative.x * SENSITIVITY)
camera.rotate_x(-event.relative.y * SENSITIVITY)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-40), deg_to_rad(60))
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("left", "right", "up", "down")
var direction = (head.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = 0.0
velocity.z = 0.0
t_bob += delta * velocity.length() * float(is_on_floor())
camera.transform.origin = _headbob(t_bob)
move_and_slide()
func _headbob(time) -> Vector3:
var pos = Vector3.ZERO
pos.y = sin(time * BOB_FREQ) * BOB_AMP
return pos
Thanks! This fixed my issue!
In your project, the physics/common/physics_ticks_per_second is set to 144, and if you reduce it to 60, the objects in the scene begin to shake. How to fix it?
Short answer is don't change it to 60 per second. I changed it to 144 because I had that jitter since my monitor has a higher refresh rate. It sounds like you have a 144 hz monitor too if you're getting a jitter at 60 ticks per second. Read this for more info: docs.godotengine.org/en/stable/tutorials/rendering/jitter_stutter.html
nice
How do i make this for mobile / toich screen i got the joustick to work woth movement but when j play it moves but as soon as i toich the screen with my finger it dont rotate andnfreezes. Plz help
the mouse sensitivity changes depending on the window size. Can you prevent this by dividing it by the screen size?
Wasn't aware of that. Yeah, that wouldn't be difficult to do, you figure out what you want the baseline size of the screen for your sensitivity to be. Then you can use get_viewport().size and divide your baseline x and y sizes by it to get the number you want to multiply your inputs by.
i have crital question how to make a public veritable in Godot
what i mean be that is to meke var to show on the inspector this very important for my project because some code like the player speed it may be different for some off the charters and i dont wand to write mulpe code with only different to be the speed number
the other reason i wand to know how to do that is in the order to twining the player such
Hey, if anyone is having issues with not being able to move, make sure 'move_and_slide()' is in 'func _physics_process(delta):'
little tip. instead of typing onready etc. drop the node into the script but before dropping it in hold CTRL then release lmb
good tip
Whenever i was adding the head bob it stoped letting my look around after i got the code at 6:56 ?
Thank you for the great tutorial.
Can I use it for games?
That's what it's here for
Thank you for this tutorial! I am planning on making an infinite tower climber with this. For some reason, when I pressed the w key I went backwards, and the s key made me go forward. I switched which one was in the input for up and down, and that seemed to fix it. Do you know why it may have happened?
Thank you friend! :) It sounds like the camera might be facing the wrong way?
@@legiongames2400 Thanks, that seemed to fix it. I am now subscribed.
hey, when i let go of sprint it jumps back down to the base fov instead of interpolating back so im trying to add that. how would i go about doing that? i added a line before the camera fov lerp to do it upon pressing the sprint buton, but i cant figure out how to make it lerp back down to the base fov when i release the sprint button
EDIT: cant figure out how to do it how i described above but i found if i put the camera lerp under an if SPRINT_SPEED statement it changes your fov depending on the characters velocity. im not experienced with coding at all so i dont know if this is a dumb way to do it but it looks and feels good for the parkour type of game im going for
Hey if you're copying the code the FOV shouldn't be jumping around. Could you double check that you have a target FOV like I do and that you're interpolating the camera FOV towards it? Another reason could be that you're interpolating but with a very high delta so it looks like it's jumping. Would you mind copy pasting your FOV code in here?
Aw man I did this exactly as he said but my bean fell right through the floor
I'll update once I find out how to fix that
EDIT: I had the "use collision" button under "CDGshape3d" turned off oops
EDIT2: That turned out to not be the problem for me :( weh it still falls through the floor
Do you have a collision shape on your bean?