Make Player a KinematicBody
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					 2 changed files with 38 additions and 14 deletions
				
			
		
							
								
								
									
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								Player.gd
									
										
									
									
									
								
							
							
						
						
									
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								Player.gd
									
										
									
									
									
								
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					@ -1,15 +1,18 @@
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extends Spatial
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					extends KinematicBody
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# class member variables go here, for example:
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					var velocity = Vector3()
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# var a = 2
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# var b = "textvar"
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func _ready():
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					func _ready():
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	# Called every time the node is added to the scene.
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						# Called every time the node is added to the scene.
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	# Initialization here
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						# Initialization here
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	pass
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						pass
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					func _physics_process(delta):
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						var direction = Vector3()
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					#	if Input.is_action_pressed("movement_forward"):
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#func _process(delta):
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					#func _process(delta):
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#	# Called every frame. Delta is time since last frame.
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					#	# Called every frame. Delta is time since last frame.
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#	# Update game logic here.
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					#	# Update game logic here.
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#	pass
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					#	pass
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										39
									
								
								Player.tscn
									
										
									
									
									
								
							
							
						
						
									
										39
									
								
								Player.tscn
									
										
									
									
									
								
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					@ -1,15 +1,20 @@
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[gd_scene load_steps=5 format=2]
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					[gd_scene load_steps=6 format=2]
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[ext_resource path="res://Player.gd" type="Script" id=1]
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					[ext_resource path="res://Player.gd" type="Script" id=1]
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[sub_resource type="CapsuleMesh" id=1]
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					[sub_resource type="CapsuleShape" id=1]
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					radius = 1.0
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					height = 1.0
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					[sub_resource type="CapsuleMesh" id=2]
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radius = 1.0
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					radius = 1.0
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mid_height = 1.0
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					mid_height = 1.0
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radial_segments = 64
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					radial_segments = 64
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rings = 8
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					rings = 8
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[sub_resource type="Shader" id=2]
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					[sub_resource type="Shader" id=3]
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code = "shader_type spatial;
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					code = "shader_type spatial;
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					@ -17,16 +22,32 @@ void fragment() {
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	ALBEDO = vec3(1.0, 0.0, 0.0);
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						ALBEDO = vec3(1.0, 0.0, 0.0);
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}"
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					}"
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[sub_resource type="ShaderMaterial" id=3]
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					[sub_resource type="ShaderMaterial" id=4]
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render_priority = 0
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					render_priority = 0
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shader = SubResource( 2 )
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					shader = SubResource( 3 )
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[node name="Player" type="Spatial"]
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					[node name="Player" type="KinematicBody" index="0"]
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					input_ray_pickable = true
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					input_capture_on_drag = false
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					collision_layer = 1
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					collision_mask = 1
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					axis_lock_linear_x = false
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					axis_lock_linear_y = false
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					axis_lock_linear_z = false
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					axis_lock_angular_x = false
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					axis_lock_angular_y = false
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					axis_lock_angular_z = false
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					collision/safe_margin = 0.001
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script = ExtResource( 1 )
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					script = ExtResource( 1 )
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[node name="MeshInstance" type="MeshInstance" parent="." index="0"]
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					[node name="CollisionShape" type="CollisionShape" parent="." index="0"]
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					shape = SubResource( 1 )
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					disabled = false
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					[node name="MeshInstance" type="MeshInstance" parent="." index="1"]
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layers = 1
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					layers = 1
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material_override = null
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					material_override = null
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					@ -37,9 +58,9 @@ lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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					lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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					lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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					lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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					mesh = SubResource( 2 )
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skeleton = NodePath("..")
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					skeleton = NodePath("..")
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material/0 = SubResource( 3 )
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					material/0 = SubResource( 4 )
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_sections_unfolded = [ "material" ]
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					_sections_unfolded = [ "material" ]
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