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Quick Information

RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody.How it works:This demo uses a RigidBody3D node for the player, and StaticBody3D node for the level. Each has colliders, the player moves itself via `apply_central_impulse()` in `_physics_process()`, and collides with the level.The ShapeCast3D node is used to detect whether the player is able to jump (i.e. touching the floor). Compared to a RayCast3D node which is infinitely thin, this allows for more reliable checking if the player is standing over an edge orcorner.Language: GDScriptRenderer: Forward+
RigidBody Character 3D
RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody.
Language: GDScript
Renderer: GLES 3
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/1291
How does it work?
This demo uses a RigidBody
for the player, and StaticBody
for the level. Each has colliders, the player moves itself via
apply_central_impulse()
in _physics_process()
, and collides with the level.
The ShapeCast3D
node is used to detect whether the player is able to jump
(i.e. touching the floor). Compared to a RayCast3D
which is infinitely thin,
this allows for more reliable checking if the player is standing over an edge or
corner.
Screenshots
RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody.
How it works:
This demo uses a RigidBody3D node for the player, and StaticBody3D node for the level. Each has colliders, the player moves itself via `apply_central_impulse()` in `_physics_process()`, and collides with the level.
The ShapeCast3D node is used to detect whether the player is able to jump (i.e. touching the floor). Compared to a RayCast3D node which is infinitely thin, this allows for more reliable checking if the player is standing over an edge or
corner.
Language: GDScript
Renderer: Forward+
Reviews
Quick Information

RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody.How it works:This demo uses a RigidBody3D node for the player, and StaticBody3D node for the level. Each has colliders, the player moves itself via `apply_central_impulse()` in `_physics_process()`, and collides with the level.The ShapeCast3D node is used to detect whether the player is able to jump (i.e. touching the floor). Compared to a RayCast3D node which is infinitely thin, this allows for more reliable checking if the player is standing over an edge orcorner.Language: GDScriptRenderer: Forward+