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Comments (9)

rtizzy avatar rtizzy commented on May 28, 2024 1

I'm on beta 15, with that said that completely fixed the issue. Sorry for the confusion :).

Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

Thank you!

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scriptsengineer avatar scriptsengineer commented on May 28, 2024

Thanks for opening the error and asking, I ended up noticing an oversight on my part, in the configuration step your project needs to capture the mouse at least for proper operation of player.gd inputs.

  • Put this code at the beginning of the execution of your project, it activates the capture of the mouse and hides it.
    Input.mouse_mode = Input.MOUSE_MODE_CAPTURED

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rtizzy avatar rtizzy commented on May 28, 2024

@scriptsengineer To clarify, I am not seeing the error you are referring to.

My issue is related to usage of the project.

I.E This provides functionality to offer a player controller but it's unclear of how to use that controller in my own project. I've checked the docs here as well as the Godot Docs.

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scriptsengineer avatar scriptsengineer commented on May 28, 2024

Does he just not walk?

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rtizzy avatar rtizzy commented on May 28, 2024

The errors I'm seeing range from "Will completely crash" to "won't walk and isn't effected by gravity".

I've also tried adding CharacterController3D and FPSController3d and player as it's own node but that doesn't seem to work either :(

image

image

I can make a video if that's easier.

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rtizzy avatar rtizzy commented on May 28, 2024

I'm just starting from a barebones world with a floor and trying to add a character with movement managed by the FPSController3d

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scriptsengineer avatar scriptsengineer commented on May 28, 2024

https://user-images.githubusercontent.com/1673249/214998854-c263efaf-ccb0-419c-b3d3-65b795b18089.mp4
See if this can help

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scriptsengineer avatar scriptsengineer commented on May 28, 2024

The version I am using is godot 4 beta 14

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scriptsengineer avatar scriptsengineer commented on May 28, 2024

Fixed in 2.1.3

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