Files
godot-demo-projects/3d/kinematic_character
Hugo Locurcio a531235db3 Use Jolt Physics in all 3D demos that use physics, improve physics tests demos (#1195)
- Add options for physics ticks per second, time scale, max physics steps per frame
  and physics interpolation to the 2D and 3D physics tests demos.
  - Physics ticks per second are always multiplied by time scale so that
    time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
  the debug collision fill make these unnecessary.
  - Switch to the Mobile rendering method in the 2D physics tests demo
    to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
  for better visibility. Each PhysicsBody type now has its own collision
  shape color.
2025-04-21 21:59:31 +02:00
..
2025-03-21 02:00:41 +01:00

Kinematic Character 3D

Kinematic character demo for 3D using a cube for the character. This is similar to the 3D platformer demo.

Language: GDScript

Renderer: Forward+

Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2739

How does it work?

This demo uses a CharacterBody3D for the player, and StaticBody3D for the level. Each has colliders, the player moves itself via move_and_slide() in _physics_process(), and collides with the level.

Screenshots

Screenshot