What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsonexample.tscnfps_controller_3d.gdinspect_gdscript.pyrun_tests.gdtest_package.pytests/test_fps_controller_3d.gdverification/native.json
How it works
- Class
- BaltorFirstPersonController, extends CharacterBody3D
- Methods
- look(relative: Vector2) -> void; get_pitch() -> float; get_head() -> Node3D; set_move_input(input: Vector2) -> void; set_sprinting(sprinting: bool) -> void; set_crouching(crouching: bool) -> bool; is_crouching() -> bool; press_jump() -> void; and 6 more
- Signals
- jumped, landed, crouch_changed
- Exports
- mouse_sensitivity, pitch_limit_degrees, walk_speed, sprint_speed, crouch_speed, ground_acceleration, air_acceleration, jump_velocity and 13 more
- Placement
- res://baltor/godot_components/fps_controller_3d/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_example_scenegodot_readme_usage_compiles
Limits to consider
No ladders, swimming, slopes speed changes or stairs stepping. The collision shape is not resized when crouching; only the head moves, and the stand-up test checks the space above the current shape. Mouse look runs only while the mouse is captured. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.