Godot 4.X : Ultimate First Person Controller Tutorial ( 2023 )
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- Опубліковано 3 сер 2023
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Assets : github.com/lukky-nl/FPS-contr...
Kenney : www.kenney.nl/
Poly haven : polyhaven.com/hdris
This is part 1 of a 3 part fps contoller tutorial series!
tip : can add this to close the project with ESC button instead of ALT+F4 / ALT+TAB,
1) add input "quit" in input_map and bind it to ESC
2)add this :
func _process(delta):
if Input.is_action_just_pressed("quit"):
get_tree().quit()
You have no idea how insanely useful this is for workflow on a single monitor setup. Or maybe you do. Either way thanks.
@@TheInfiniteAmo np and good luck !
OR press F8 key when running project from Godot editor ;-)
or use hotkey system changer program to unbind ESC and bind F8 it to it with an algorithm that would change it back by reverse doing what it does when you click certain shortcut with admin approval before 2 am, also it requires you to fill 3 enctype php triple coded in 32Bytes passwords and they all need to match from randomly generated text while you sing opera live, but worry not, it will have subway surfer at the side bar
doesn't need to be _process(delta) function, it might be more optimised if it was in the func _input(event)
12:50 All caps = constant variable. Lower case is local (in method or a parameter) and an '_' usually means private to module/class scope, and starts with a capital letter is public. so at glance of the code you know what are constants and/or what the scope of a variable is. Might be nerd-splaining here but I have watched this excellent video like 5 times now and I am translating it to C#. And I just thought I would point it out. :)
Tip: Wanna change all instances of a variable in a script to a different name? "Ctrl + r" brings up "find and replace." Type the current name in the top and the new name in the bottom. Be mindful of if other things contain the character/word you're replacing.
now due to the Unity to Godot exodus we need a good "Every Godot 4 Node Explained video."
That would take like 1000 hours to finish If he tries to explain it Withall of its functions
you can give an overview of anything in 30 seconds, just a brief one. 30 seconds per node would be super helpful for absolute beginniners. remember there's no such thing as a complicated topic, only a complicated explanation. the "topic explain in five levels of difficulty" videos is the style I'm thinking. - kingdergarten level. @@BINGUS--
That's a great idea!
Lukky's got a video for every node. Pretty high level but helpful as a starter.
So this is the comment resposible for the best youtube series on youtube
Honestly, you're the best tutorial channel I've ever come across. thanks for everything
Thanks for the kind words ! :)
Try clear code he has nice tuts as well
agreed , the only channel i found explaining of godot was clear
this is the best tutorial i could have come across, your teaching it exactly how teachers at my school would and explaining everything instead of cramming it into 10 minutes and editing it like a mr beast video. thank you
Mr Beast + coding = 😡
This one tutorial contains stuff I had to dig for in lots of separate tutorials over a lot of time when making a character controller in Unity. So good! Thank you!!
I'm only halfway across and already I am very into this. You are a natural, love this.
Helped me port my FpsController from Unity to Godot. Good work, sir!
Well done, this is exactly the kind of video I wanted for prototyping an FPS with Godot. Clean, to the point, easy to follow.
This was a phenomenal tutorial. Kept simple, demonstrated good practices by showcasing frequent testing at each step of the way, and keeping code clean. Also, this taught me that you could drag nodes into the script to create references for them, and that is extremely life-changing! I am eager to watch more of your tutorials, thank you for this service!
honestly your a life saver bro, i can understand everything your explaining witch helps me alot, especially since im currently developing a horror game for my school assignment, so this helps heaps and i cant wait for part 2 and 3 of this controller. Love the content bro keep it up
A mi teniendo el mismo codigo ( menos por el sprint ) me glichea la colision, sabes porque?
Awesome! I've just jumped back into game dev after a few months so this has appeared at a very opportune moment!
Clean and concise. Thanks for making this series.
The bobcat gets me everytime. 10/10 desktop background. Thanks for a great tutorial.
I just followed your video verbatim and I got the exact result shown! Thanks so much for making a clear and understandable video that didn't rush, but took it's time to explain EVERYTHING.
You just earned yourself a sub sir! GOOD WORK!!!!
Very good clean tutorial, straight to the point. Exactly what I was looking for. Thank you for taking the time to make this.
Thank you so much for this amazing tutorial! I followed it and wrote my C# version of your code and it works like a charm! I learned so much thanks to you.
great work! loved the lerp stuff, it solved so many issues in my mind
Great tutorial to understand basics of Godot. Thanks!
nice tutorial ! I came for the mouse look and got by the way everything else i wanted, thank you !
Implemented parkour mechanics like vaulting, wall running, tic-tac, sliding and mantling all by myself just from watching this part alone, that's how good the explanation was!
The greatest channel for learning godot ,TNX 🔥🔥
Dude, thank you heaps. I needed a refresher so bad and this was perfect.
There's another way to manage the collision shape when player is crouching, instead of having two collision shape, you can take only one and change its scale and position on y axis.
Nice tutorial! It helped me a lot!
Thanks! Really useful and detailed guide. You have talent😊
Thanks for tutorial! It is very informative and without further ado!👍
Lukky you make everything so simple keep it up!
I just had the itch the other day to learn how to make a game. Found Godot to be the most welcoming engine for a complete newbie like myself. Following this video just makes too much sense as the very first thing to do and learn. Thank you for the information I can now absorb.
This is amazing, thank you man!
Most helpful tutorial for total beginners good work!
Incredible tutorial. Thank you
I had an idea for future tutorials for newer users of godot to learn better, whenever you're doing something similar to what you previously did it might be beneficial to tell them to try it on their own so they can learn how their code works better.
Like for instance when figuring out how to rotate the head horizontally it's a good opportunity to put your mind to work and remember it more concretely.
in any case this tutorial was awesome and I hope to see more!
After finishing this tutorial I have no idea why the sprint and crouch did not work for me initially (Godot 4.1.2 stable) but I figured out a solution; only changing some of the _physics_process(delta) code, I also fixed being able to spam crouch while underneath a surface, bugging out the crouching a bit if not fixed. I hope this helps anyone else having issues like I did!
var canClick = true
func _physics_process(delta):
#Movement States
#Crouching
if Input.is_action_just_pressed("crouch") and canClick:
currentSpeed = CROUCHING_SPEED
head.position.y = lerp(head.position.y, 1.8 + crouchingDepth, delta * lerpSpeed)
standing_collision_shape.disabled = true
crouching_collision_shape.disabled = false
canClick = false
elif !ray_cast_3d.is_colliding():
#Standing
if Input.is_action_just_released("crouch") and canClick:
currentSpeed = WALKING_SPEED
head.position.y = lerp(head.position.y, 1.8, delta * lerpSpeed)
standing_collision_shape.disabled = false
crouching_collision_shape.disabled = true
canClick = false
#Sprint / Walking
if Input.is_action_just_pressed("sprint"):
currentSpeed = SPRINTING_SPEED
elif (Input.is_action_just_released("sprint")):
currentSpeed = WALKING_SPEED
canClick = true
# Gravity
Great tutorial! Thank you so much!
Top Demais!!!! Muito bom esse tutorial! Greetings from Brazil!
big fan. ty for all the tutorials
Well done! Thank you!
Thanks dude. I doubt I'll ever finish a game, but this is a good starting point.
Great tutorial! Very clean and easy to understand code. I would explain what is written in the Godot manual though: " CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a MeshInstance3D with a PrimitiveMesh. "
thank you for this tutorial, I just found your channel and i like it, keep up the hardwork
you're a legend man 🔥🔥🔥🔥
This tutorial is WAY better than 2 other channels I tried doing the exact same kind of script, but both of theirs did not work, due to "path not found" errors and such,
and no real explanation of half of the code.
Thank You!
thanks for the video, I think it's worth adding a ray_cast_3d check during the jump when the platform is overhead
great series, im helping my son learn using these
Best tutorial i have found so far, after this i was able to tweak and make my own code in GD script. while crouching you can still jump which causes the camera to clip into the ground, i fixed it by adding another raycast check to see if there is anything above us, if yes then we wont jump while crouching.
this is a really good tutorial, your narration is very good. one thing i'd do is change the raycast to a shapecast to avoid standing up halfway inside objects though
Thanks for the tutorial!
One thing I have discovered for crouching that I use instead of using code to change the height is an animation player. It lets you adjust the height of anything on your player while also not cluttering your code as much since all you have to do is tell it to play one animation when crouch is pressed and another when it is released.
Your video is amazing. You actually taught me so much and I am on the 31:00 min.
Note I have 36+ hours in Godot as of writing this comment. I am not such a begineer. Well done with your video!
Couple of things I picked up on which may be useful to some people:
- If you want to split your sprint function out and not have it inside your crouching behaviour, you can use boolean variables like 'is_crouching' to control whether sprinting is allowed, i.e. you can set 'is_crouching = true' when your character crouches, and then write if 'Input.is_action_pressed("sprint") and !is crouching:' when calling your sprinting code
- If you don't want to use two separate colliders for crouching, you can modify your collider's height directly using collider.shape.height. The advantage with this is that the camera will follow the collider's relative height, and you can lerp between the two different heights for smooth transitions.
to clarify on my issue more both of the if statements work fine however one of the speeds either crouch or sprint doesn't work if it's the 2nd if statement in physics process
I have 2 is_action_pressed I came from roblox and generally the approach would be to have 2 different input action functions as I can interpret from your example
if Input.is_action_pressed("Sprint") and IsCrouching:
IsSprinting = true
CurrentSpeed = SprintSpeed
else:
IsSprinting = false
CurrentSpeed = WalkSpeed
if Input.is_action_pressed("Crouch"):
IsCrouching = true
CurrentSpeed = CrouchSpeed
else:
IsCrouching = false
CurrentSpeed = WalkSpeed
@@uliveulearnandregretthanks for the idea! Very well explained!
add these to the beginning of the code:
var IsSprinting: bool
var IsCrouching: bool
replace crouching and sprinting with:
if Input.is_action_pressed("crouch"):
IsCrouching = true
current_speed = crouching_speed
head.position.y = lerp(head.position.y,1.8 + crouching_depth,delta*lerp_speed)
else:
head.position.y = lerp(head.position.y,1.8,delta*lerp_speed)
IsCrouching = false
current_speed = walking_speed
if Input.is_action_pressed("sprint") and !IsCrouching:
IsSprinting = true
current_speed = sprinting_speed
elif IsCrouching:
current_speed = crouching_speed
else:
IsSprinting = false
current_speed = walking_speed
I'm a beginner ^^ I managed to do it like this and it works for this project =) Please correct me if I did something redundant.
Thank you, your tutorial was the only one that worked.
Thank you so much! This is empowering :)
Awesome tutorial, thank you!
Absolutetly fantastic tutorial
Amazing Work!
Amazing, almost as relaxing as Bob Ross to watch!
Im 10mins in and loving this video,
Im not new to Godot, or programming in general, but I am new to 3d, so I really appreciate the pace and explanation of this video..
Hey babe! Wake up! Lukky posted a new tutorial!!!! 💜🖤💜🖤
This is a great start to a 3d course, and I am looking forward to following the rest. Godot + GDScript is a bit different than Unity + C#. I have just one comment. By convention constants are typically ALLCAPS. It's a convention that is used so it's understood you are looking at a const value, and not looking at a variable and so that others that are reviewing your code are signaled that the value is a const. Sure you can go back to the header of the file where the values are cast and set, but this prevents it as a necessity. This convention is shared across most languages.
Very important detail about the convention
Really great tutorial. Now to go and rip out my old extremely janky character controller and replace with this.
Amazing tutorial. Thank you so much.
god send of a tutorial, thank you 🙏
THANK YOU!
Thank You! Thank You! Thank You! Something I have always wanted to do and learn and because of your awesome video tutorials I am! Bless!
Stunning
Thanks a lot for sharing your knowledge, i really like how you explain everything and test it step by step, that makes it easy to follow. oh and btw, you have a very nice voice ^^
Thank you very much! it works!!!
Thanks brother, you are the very best
Thanks for your time and effort to teach us! one tip when renaming variables is the Ctrl + D that will select all similar ocurrecies, like in other editors like VS Code!
Thank you so much, I've been struggling with the player for months now, specially the crouching. I'm using godot 3.5 and I only had to tweak a few things, but aside from that, thank you so fucking much
Glad to see a fellow pallas cat enjoyer!
Thank you, very helpful
I ran into a small bug with the raycast i haven't seen other comments mention, so I thought I'd share my solution incase anyone else needs it.
When I set my RayCast3D node to the bottom of my player, it would detect the StaticBody3D that I had set as the scene's floor, basically locking the player into the crouched position after the crouch input was pressed.
All I did to fix it was raise the raycast node's Y position by 0.1, and then shorten the raycast node's target position by 0.1 on the Y axis.
So now the node is now off the ground, and still reaching the top of the player.
Great tutorial btw, really appreciate it!
Lifesaver, 6 months later. Thank you!!
Really helpful tutorial as always! Are there plans to cover ladder climbing or even ledge hanging in the future?
Going on the list for part 3! No promises tho there are alot of Request and I wanna keep the videos focused
you are the best even tho i knew most of the stuff here it was still really helpful!!!!!!!!!
A well made video
Awesome! Can you show us footstep on different material when you walk on it next? Thank you!
I'll try and include it in part 3!
great video help me a lot Thanks
Thanks a lot dude.
Man, thank you. Really BIG thanks.
You're welcome :)
@@lukky. I've got a problem. Where can I contact you?
Nice video! The only detail I'm seeing that I would improve on, is that you're lerping the camera inside the physics_process function. You want to figure out a way to do it in process, so that the camera position updates on every frame (interpolates smoothly).
sooo good thank you
the cats gaze on desktop got me of guard
This is the best tutorial I've come across, ever! One problem I had though is that my character would fall through the floor after un-crouching after I added the raycast. It might have something to do with my variables, but if you know how this issue could've happened it would help a ton!
Edit: Nevermind I just accidentally deleted like 3 lines of code lol
haha the folder beard on your deskCat hehe
i like your videos thanks man i have subscribed for more
that fade to the wallpaper at the beginning had me laughing for like 5 minutes
17:48 -- I have just discovered that by default you could exit any running game by pressing F8
(a hotkey for stopping debugging session/game, quite useful in scenarios when you don't want to implement a custom exit routine or pressing Alt + F4, etc.)
P.S. worth mentioning it only works while running from inside the Godot editor.
for the crouching logic i used a system similar to the sprint, i just made 2 consts for standing height, then crouching height and lerp the collision shape's height variable if i crouch or not, this, together with the raycast checking upwards, the crouching is adaptable to the surfaces of the map, for example if i let go the crouch button, my collision shape will grow untill reaching the celing above the player, its pretty smooth!
can you explain it more ? or show me the script :c
i understand your idea ( pretty cool) but i am stuck at implementing it in the script
"chairicter body"
-Lukky 2023
(did anybody else hear this?)
*scooby doo confusion noise*
alright, i tried this after trying like 4 other fps controllers, and not only did this one work perfectly, but it also immediately considered "forward" to the camera as opposed to the start of the model, as if like magic.
i got a good feeling about this guy.
21:50 actually this "looking back" moment could be fun part of gameplay, like if main character would be some robot, with 360 look view)) so he can shoot enemies behind him, that would be non-stop action
bro you saved me
Most based tutorial I have followed
great lesson, but I love the desktop the most. My spirit animal
so good
Очень приятно видеть не только урок, но и материалы по уроку!
Держать так!
👍
muito obrigado amigo, eu demorei a achar um tutorial simples e atual do godot ( thanks )
14:14 is a godsend. I was confused how to make the thing appear in the inspector so i can chabge number without going to script. In unity i just use public and i was so confused in here. Finally someone explained why they put @export and how it works