Class CharacterBody3D
A 3D physics body specialized for characters moved by script.
- Inheritance
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CharacterBody3D
Remarks
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.
See Also
Properties
floor_block_on_wall
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.
var floor_block_on_wall : bool = true
Property Value
Remarks
floor_constant_speed
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.
var floor_constant_speed : bool = false
Property Value
Remarks
floor_max_angle
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.
var floor_max_angle : float = 0.785398
Property Value
Remarks
floor_snap_length
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.
var floor_snap_length : float = 0.1
Property Value
Remarks
floor_stop_on_slope
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.
var floor_stop_on_slope : bool = true
Property Value
Remarks
max_slides
Maximum number of times the body can change direction before it stops when calling move_and_slide.
var max_slides : int = 6
Property Value
Remarks
motion_mode
Sets the motion mode which defines the behavior of move_and_slide. See MotionMode constants for available modes.
var motion_mode : int = 0
Property Value
Remarks
platform_floor_layers
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.
var platform_floor_layers : int = 4294967295
Property Value
Remarks
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.
var platform_on_leave : int = 0
Property Value
Remarks
platform_wall_layers
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.
var platform_wall_layers : int = 0
Property Value
Remarks
safe_margin
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.
var safe_margin : float = 0.001
Property Value
Remarks
slide_on_ceiling
If true
, during a jump against the ceiling, the body will slide, if false
it will be stopped and will fall vertically.
var slide_on_ceiling : bool = true
Property Value
Remarks
up_direction
Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling move_and_slide. Defaults to UP. As the vector will be normalized it can't be equal to ZERO, if you want all collisions to be reported as walls, consider using CharacterBody3D.MOTION_MODE_FLOATING as motion_mode.
var up_direction : Vector3 = Vector3(0, 1, 0)
Property Value
Remarks
velocity
Current velocity vector (typically meters per second), used and modified during calls to move_and_slide.
var velocity : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
wall_min_slide_angle
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When motion_mode is CharacterBody3D.MOTION_MODE_GROUNDED, it only affects movement if floor_block_on_wall is true
.
var wall_min_slide_angle : float = 0.261799
Property Value
Remarks
Methods
apply_floor_snap
Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when is_on_floor returns true
.
void apply_floor_snap
get_floor_angle(Vector3)
Qualifiers: const
Returns the floor's collision angle at the last collision point according to up_direction
, which is UP by default. This value is always positive and only valid after calling move_and_slide and when is_on_floor returns true
.
float get_floor_angle(Vector3 up_direction)
Parameters
up_direction
Vector3
get_floor_normal
Qualifiers: const
Returns the collision normal of the floor at the last collision point. Only valid after calling move_and_slide and when is_on_floor returns true
.
Warning: The collision normal is not always the same as the surface normal.
Vector3 get_floor_normal
get_last_motion
Qualifiers: const
Returns the last motion applied to the CharacterBody3D during the last call to move_and_slide. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
Vector3 get_last_motion
get_last_slide_collision
Returns a KinematicCollision3D, which contains information about the latest collision that occurred during the last call to move_and_slide.
KinematicCollision3D get_last_slide_collision
get_platform_angular_velocity
Qualifiers: const
Returns the angular velocity of the platform at the last collision point. Only valid after calling move_and_slide.
Vector3 get_platform_angular_velocity
get_platform_velocity
Qualifiers: const
Returns the linear velocity of the platform at the last collision point. Only valid after calling move_and_slide.
Vector3 get_platform_velocity
get_position_delta
Qualifiers: const
Returns the travel (position delta) that occurred during the last call to move_and_slide.
Vector3 get_position_delta
get_real_velocity
Qualifiers: const
Returns the current real velocity since the last call to move_and_slide. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to velocity which returns the requested velocity.
Vector3 get_real_velocity
get_slide_collision(int)
Returns a KinematicCollision3D, which contains information about a collision that occurred during the last call to move_and_slide. Since the body can collide several times in a single call to move_and_slide, you must specify the index of the collision in the range 0 to (get_slide_collision_count - 1).
KinematicCollision3D get_slide_collision(int slide_idx)
Parameters
slide_idx
int
get_slide_collision_count
Qualifiers: const
Returns the number of times the body collided and changed direction during the last call to move_and_slide.
int get_slide_collision_count
get_wall_normal
Qualifiers: const
Returns the collision normal of the wall at the last collision point. Only valid after calling move_and_slide and when is_on_wall returns true
.
Warning: The collision normal is not always the same as the surface normal.
Vector3 get_wall_normal
is_on_ceiling
Qualifiers: const
Returns true
if the body collided with the ceiling on the last call of move_and_slide. Otherwise, returns false
. The up_direction and floor_max_angle are used to determine whether a surface is "ceiling" or not.
bool is_on_ceiling
is_on_ceiling_only
Qualifiers: const
Returns true
if the body collided only with the ceiling on the last call of move_and_slide. Otherwise, returns false
. The up_direction and floor_max_angle are used to determine whether a surface is "ceiling" or not.
bool is_on_ceiling_only
is_on_floor
Qualifiers: const
Returns true
if the body collided with the floor on the last call of move_and_slide. Otherwise, returns false
. The up_direction and floor_max_angle are used to determine whether a surface is "floor" or not.
bool is_on_floor
is_on_floor_only
Qualifiers: const
Returns true
if the body collided only with the floor on the last call of move_and_slide. Otherwise, returns false
. The up_direction and floor_max_angle are used to determine whether a surface is "floor" or not.
bool is_on_floor_only
is_on_wall
Qualifiers: const
Returns true
if the body collided with a wall on the last call of move_and_slide. Otherwise, returns false
. The up_direction and floor_max_angle are used to determine whether a surface is "wall" or not.
bool is_on_wall
is_on_wall_only
Qualifiers: const
Returns true
if the body collided only with a wall on the last call of move_and_slide. Otherwise, returns false
. The up_direction and floor_max_angle are used to determine whether a surface is "wall" or not.
bool is_on_wall_only
move_and_slide
Moves the body based on velocity. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a CharacterBody3D or RigidBody3D, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies velocity if a slide collision occurred. To get the latest collision call get_last_slide_collision, for more detailed information about collisions that occurred, use CharacterBody3D.get_slide_collision.
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns true
if the body collided, otherwise, returns false
.
bool move_and_slide