this post was submitted on 08 Nov 2023
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I want to make an FPS controller that feels realistic, like when you move you really feel that your character has mass. In Unity I would've done that with RigidBody, but how do I do that in Godot 4.3.1 with CharacterBody3D? I know that RigidBody3D is not suitable for character controllers. May anyone show me the direction in which I shall dig?

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[–] nitrogenez@lemmy.world 1 points 10 months ago (1 children)

I've seen that RigidBody3D is not recommended to use for player movement because of some physics stuff in Godot Docs. Is that not the case anymore?

[–] Klaymore@sh.itjust.works 4 points 10 months ago (1 children)

You can't precisely control the movement of a rigidbody like you can with a characterbody, so most games use a characterbody since that's what they want. But you can have rigidbodies in a game and apply forces to them, it doesn't matter if the forces are triggered by input and you happened to have a camera on it and call it a player.

[–] TonyTonyChopper@mander.xyz 9 points 10 months ago

Fallout 3 had a train that was actually a hat. Nothing is impossible, don't let your dreams be dreams