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CharacterBody3D¶
Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object
A 3D physics body specialized for characters moved by script.
Description¶
CharacterBody3D is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection (move_and_slide method) in addition to the general collision detection provided by PhysicsBody3D.move_and_collide. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
For game objects that don't require complex movement or collision detection, such as moving platforms, AnimatableBody3D is simpler to configure.
Tutorials¶
Properties¶
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Methods¶
void |
apply_floor_snap ( ) |
get_floor_angle ( Vector3 up_direction=Vector3(0, 1, 0) ) const |
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get_floor_normal ( ) const |
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get_last_motion ( ) const |
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get_platform_angular_velocity ( ) const |
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get_platform_velocity ( ) const |
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get_position_delta ( ) const |
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get_real_velocity ( ) const |
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get_slide_collision ( int slide_idx ) |
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get_slide_collision_count ( ) const |
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get_wall_normal ( ) const |
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is_on_ceiling ( ) const |
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is_on_ceiling_only ( ) const |
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is_on_floor ( ) const |
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is_on_floor_only ( ) const |
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is_on_wall ( ) const |
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is_on_wall_only ( ) const |
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move_and_slide ( ) |
Enumerations¶
enum MotionMode:
MotionMode MOTION_MODE_GROUNDED = 0
Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
MotionMode MOTION_MODE_FLOATING = 1
Apply when there is no notion of floor or ceiling. All collisions will be reported as on_wall
. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
enum PlatformOnLeave:
PlatformOnLeave PLATFORM_ON_LEAVE_ADD_VELOCITY = 0
Add the last platform velocity to the velocity when you leave a moving platform.
PlatformOnLeave PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY = 1
Add the last platform velocity to the velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
PlatformOnLeave PLATFORM_ON_LEAVE_DO_NOTHING = 2
Do nothing when leaving a platform.
Property Descriptions¶
bool floor_block_on_wall = true
If true
, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
bool floor_constant_speed = false
If false
(by default), the body will move faster on downward slopes and slower on upward slopes.
If true
, the body will always move at the same speed on the ground no matter the slope. Note that you need to use floor_snap_length to stick along a downward slope at constant speed.
float floor_max_angle = 0.785398
Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling move_and_slide. The default value equals 45 degrees.
float floor_snap_length = 0.1
Sets a snapping distance. When set to a value different from 0.0
, the body is kept attached to slopes when calling move_and_slide. The snapping vector is determined by the given distance along the opposite direction of the up_direction.
As long as the snapping vector is in contact with the ground and the body moves against up_direction, the body will remain attached to the surface. Snapping is not applied if the body moves along up_direction, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use apply_floor_snap.
bool floor_stop_on_slope = true
If true
, the body will not slide on slopes when calling move_and_slide when the body is standing still.
If false
, the body will slide on floor's slopes when velocity applies a downward force.
int max_slides = 6
Maximum number of times the body can change direction before it stops when calling move_and_slide.
MotionMode motion_mode = 0
void set_motion_mode ( MotionMode value )
MotionMode get_motion_mode ( )
Sets the motion mode which defines the behavior of move_and_slide. See MotionMode constants for available modes.
int platform_floor_layers = 4294967295
Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the CharacterBody3D. By default, all floor bodies are detected and propagate their velocity.
PlatformOnLeave platform_on_leave = 0
void set_platform_on_leave ( PlatformOnLeave value )
PlatformOnLeave get_platform_on_leave ( )
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See PlatformOnLeave constants for available behavior.
int platform_wall_layers = 0
Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the CharacterBody3D. By default, all wall bodies are ignored.
float safe_margin = 0.001
Extra margin used for collision recovery when calling move_and_slide.
If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
bool slide_on_ceiling = true
If true
, during a jump against the ceiling, the body will slide, if false
it will be stopped and will fall vertically.
Vector3 up_direction = Vec