Table of Contents

Class CharacterBody3D

A 3D physics body specialized for characters moved by script.

Inheritance
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

bool

Remarks

  • void set_floor_block_on_wall_enabled(bool value)
  • bool is_floor_block_on_wall_enabled

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

bool

Remarks

  • void set_floor_constant_speed_enabled(bool value)
  • bool is_floor_constant_speed_enabled

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

float

Remarks

  • void set_floor_max_angle(float value)
  • float get_floor_max_angle

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

float

Remarks

  • void set_floor_snap_length(float value)
  • float get_floor_snap_length

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

bool

Remarks

  • void set_floor_stop_on_slope_enabled(bool value)
  • bool is_floor_stop_on_slope_enabled

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

int

Remarks

  • void set_max_slides(int value)
  • int get_max_slides

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

int

Remarks

  • void set_motion_mode(int value)
  • int get_motion_mode

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

int

Remarks

  • void set_platform_floor_layers(int value)
  • int get_platform_floor_layers

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

int

Remarks

  • void set_platform_on_leave(int value)
  • int get_platform_on_leave

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

int

Remarks

  • void set_platform_wall_layers(int value)
  • int get_platform_wall_layers

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

float

Remarks

  • void set_safe_margin(float value)
  • float get_safe_margin

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

bool

Remarks

  • void set_slide_on_ceiling_enabled(bool value)
  • bool is_slide_on_ceiling_enabled

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

Vector3

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

Vector3

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

float

Remarks

  • void set_wall_min_slide_angle(float value)
  • float get_wall_min_slide_angle

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