class_characterbody3d.rst 40 KB

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  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
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  5. .. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/CharacterBody3D.xml.
  6. .. _class_CharacterBody3D:
  7. CharacterBody3D
  8. ===============
  9. **Inherits:** :ref:`PhysicsBody3D<class_PhysicsBody3D>` **<** :ref:`CollisionObject3D<class_CollisionObject3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  10. Specialized 3D physics body node for characters moved by script.
  11. .. rst-class:: classref-introduction-group
  12. Description
  13. -----------
  14. Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a :ref:`AnimatableBody3D<class_AnimatableBody3D>`. However, they have two main uses:
  15. \ *Kinematic characters:* Character bodies have an API for moving objects with walls and slopes detection (:ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` method), in addition to collision detection (also done with :ref:`PhysicsBody3D.move_and_collide<class_PhysicsBody3D_method_move_and_collide>`). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics.
  16. \ *Kinematic motion:* Character bodies can also be used for kinematic motion (same functionality as :ref:`AnimatableBody3D<class_AnimatableBody3D>`), which allows them to be moved by code and push other bodies on their path.
  17. \ **Warning:** With a non-uniform scale this node will probably not function as expected. Please make sure to keep its scale uniform (i.e. the same on all axes), and change the size(s) of its collision shape(s) instead.
  18. .. rst-class:: classref-introduction-group
  19. Tutorials
  20. ---------
  21. - :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
  22. - `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__
  23. - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
  24. - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
  25. - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
  26. .. rst-class:: classref-reftable-group
  27. Properties
  28. ----------
  29. .. table::
  30. :widths: auto
  31. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  32. | :ref:`bool<class_bool>` | :ref:`floor_block_on_wall<class_CharacterBody3D_property_floor_block_on_wall>` | ``true`` |
  33. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  34. | :ref:`bool<class_bool>` | :ref:`floor_constant_speed<class_CharacterBody3D_property_floor_constant_speed>` | ``false`` |
  35. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  36. | :ref:`float<class_float>` | :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` | ``0.785398`` |
  37. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  38. | :ref:`float<class_float>` | :ref:`floor_snap_length<class_CharacterBody3D_property_floor_snap_length>` | ``0.1`` |
  39. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  40. | :ref:`bool<class_bool>` | :ref:`floor_stop_on_slope<class_CharacterBody3D_property_floor_stop_on_slope>` | ``true`` |
  41. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  42. | :ref:`int<class_int>` | :ref:`max_slides<class_CharacterBody3D_property_max_slides>` | ``6`` |
  43. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  44. | :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` | :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>` | ``0`` |
  45. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  46. | :ref:`int<class_int>` | :ref:`platform_floor_layers<class_CharacterBody3D_property_platform_floor_layers>` | ``4294967295`` |
  47. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  48. | :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` | :ref:`platform_on_leave<class_CharacterBody3D_property_platform_on_leave>` | ``0`` |
  49. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  50. | :ref:`int<class_int>` | :ref:`platform_wall_layers<class_CharacterBody3D_property_platform_wall_layers>` | ``0`` |
  51. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  52. | :ref:`float<class_float>` | :ref:`safe_margin<class_CharacterBody3D_property_safe_margin>` | ``0.001`` |
  53. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  54. | :ref:`bool<class_bool>` | :ref:`slide_on_ceiling<class_CharacterBody3D_property_slide_on_ceiling>` | ``true`` |
  55. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  56. | :ref:`Vector3<class_Vector3>` | :ref:`up_direction<class_CharacterBody3D_property_up_direction>` | ``Vector3(0, 1, 0)`` |
  57. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  58. | :ref:`Vector3<class_Vector3>` | :ref:`velocity<class_CharacterBody3D_property_velocity>` | ``Vector3(0, 0, 0)`` |
  59. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  60. | :ref:`float<class_float>` | :ref:`wall_min_slide_angle<class_CharacterBody3D_property_wall_min_slide_angle>` | ``0.261799`` |
  61. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  62. .. rst-class:: classref-reftable-group
  63. Methods
  64. -------
  65. .. table::
  66. :widths: auto
  67. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  68. | void | :ref:`apply_floor_snap<class_CharacterBody3D_method_apply_floor_snap>` **(** **)** |
  69. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  70. | :ref:`float<class_float>` | :ref:`get_floor_angle<class_CharacterBody3D_method_get_floor_angle>` **(** :ref:`Vector3<class_Vector3>` up_direction=Vector3(0, 1, 0) **)** |const| |
  71. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  72. | :ref:`Vector3<class_Vector3>` | :ref:`get_floor_normal<class_CharacterBody3D_method_get_floor_normal>` **(** **)** |const| |
  73. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  74. | :ref:`Vector3<class_Vector3>` | :ref:`get_last_motion<class_CharacterBody3D_method_get_last_motion>` **(** **)** |const| |
  75. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  76. | :ref:`KinematicCollision3D<class_KinematicCollision3D>` | :ref:`get_last_slide_collision<class_CharacterBody3D_method_get_last_slide_collision>` **(** **)** |
  77. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  78. | :ref:`Vector3<class_Vector3>` | :ref:`get_platform_angular_velocity<class_CharacterBody3D_method_get_platform_angular_velocity>` **(** **)** |const| |
  79. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  80. | :ref:`Vector3<class_Vector3>` | :ref:`get_platform_velocity<class_CharacterBody3D_method_get_platform_velocity>` **(** **)** |const| |
  81. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  82. | :ref:`Vector3<class_Vector3>` | :ref:`get_position_delta<class_CharacterBody3D_method_get_position_delta>` **(** **)** |const| |
  83. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  84. | :ref:`Vector3<class_Vector3>` | :ref:`get_real_velocity<class_CharacterBody3D_method_get_real_velocity>` **(** **)** |const| |
  85. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  86. | :ref:`KinematicCollision3D<class_KinematicCollision3D>` | :ref:`get_slide_collision<class_CharacterBody3D_method_get_slide_collision>` **(** :ref:`int<class_int>` slide_idx **)** |
  87. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  88. | :ref:`int<class_int>` | :ref:`get_slide_collision_count<class_CharacterBody3D_method_get_slide_collision_count>` **(** **)** |const| |
  89. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  90. | :ref:`Vector3<class_Vector3>` | :ref:`get_wall_normal<class_CharacterBody3D_method_get_wall_normal>` **(** **)** |const| |
  91. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  92. | :ref:`bool<class_bool>` | :ref:`is_on_ceiling<class_CharacterBody3D_method_is_on_ceiling>` **(** **)** |const| |
  93. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  94. | :ref:`bool<class_bool>` | :ref:`is_on_ceiling_only<class_CharacterBody3D_method_is_on_ceiling_only>` **(** **)** |const| |
  95. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  96. | :ref:`bool<class_bool>` | :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` **(** **)** |const| |
  97. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  98. | :ref:`bool<class_bool>` | :ref:`is_on_floor_only<class_CharacterBody3D_method_is_on_floor_only>` **(** **)** |const| |
  99. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  100. | :ref:`bool<class_bool>` | :ref:`is_on_wall<class_CharacterBody3D_method_is_on_wall>` **(** **)** |const| |
  101. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  102. | :ref:`bool<class_bool>` | :ref:`is_on_wall_only<class_CharacterBody3D_method_is_on_wall_only>` **(** **)** |const| |
  103. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  104. | :ref:`bool<class_bool>` | :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` **(** **)** |
  105. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  106. .. rst-class:: classref-section-separator
  107. ----
  108. .. rst-class:: classref-descriptions-group
  109. Enumerations
  110. ------------
  111. .. _enum_CharacterBody3D_MotionMode:
  112. .. rst-class:: classref-enumeration
  113. enum **MotionMode**:
  114. .. _class_CharacterBody3D_constant_MOTION_MODE_GROUNDED:
  115. .. rst-class:: classref-enumeration-constant
  116. :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **MOTION_MODE_GROUNDED** = ``0``
  117. Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
  118. .. _class_CharacterBody3D_constant_MOTION_MODE_FLOATING:
  119. .. rst-class:: classref-enumeration-constant
  120. :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **MOTION_MODE_FLOATING** = ``1``
  121. Apply when there is no notion of floor or ceiling. All collisions will be reported as ``on_wall``. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
  122. .. rst-class:: classref-item-separator
  123. ----
  124. .. _enum_CharacterBody3D_PlatformOnLeave:
  125. .. rst-class:: classref-enumeration
  126. enum **PlatformOnLeave**:
  127. .. _class_CharacterBody3D_constant_PLATFORM_ON_LEAVE_ADD_VELOCITY:
  128. .. rst-class:: classref-enumeration-constant
  129. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_ADD_VELOCITY** = ``0``
  130. Add the last platform velocity to the :ref:`velocity<class_CharacterBody3D_property_velocity>` when you leave a moving platform.
  131. .. _class_CharacterBody3D_constant_PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY:
  132. .. rst-class:: classref-enumeration-constant
  133. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY** = ``1``
  134. Add the last platform velocity to the :ref:`velocity<class_CharacterBody3D_property_velocity>` when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
  135. .. _class_CharacterBody3D_constant_PLATFORM_ON_LEAVE_DO_NOTHING:
  136. .. rst-class:: classref-enumeration-constant
  137. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_DO_NOTHING** = ``2``
  138. Do nothing when leaving a platform.
  139. .. rst-class:: classref-section-separator
  140. ----
  141. .. rst-class:: classref-descriptions-group
  142. Property Descriptions
  143. ---------------------
  144. .. _class_CharacterBody3D_property_floor_block_on_wall:
  145. .. rst-class:: classref-property
  146. :ref:`bool<class_bool>` **floor_block_on_wall** = ``true``
  147. .. rst-class:: classref-property-setget
  148. - void **set_floor_block_on_wall_enabled** **(** :ref:`bool<class_bool>` value **)**
  149. - :ref:`bool<class_bool>` **is_floor_block_on_wall_enabled** **(** **)**
  150. If ``true``, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
  151. .. rst-class:: classref-item-separator
  152. ----
  153. .. _class_CharacterBody3D_property_floor_constant_speed:
  154. .. rst-class:: classref-property
  155. :ref:`bool<class_bool>` **floor_constant_speed** = ``false``
  156. .. rst-class:: classref-property-setget
  157. - void **set_floor_constant_speed_enabled** **(** :ref:`bool<class_bool>` value **)**
  158. - :ref:`bool<class_bool>` **is_floor_constant_speed_enabled** **(** **)**
  159. If ``false`` (by default), the body will move faster on downward slopes and slower on upward slopes.
  160. If ``true``, the body will always move at the same speed on the ground no matter the slope. Note that you need to use :ref:`floor_snap_length<class_CharacterBody3D_property_floor_snap_length>` to stick along a downward slope at constant speed.
  161. .. rst-class:: classref-item-separator
  162. ----
  163. .. _class_CharacterBody3D_property_floor_max_angle:
  164. .. rst-class:: classref-property
  165. :ref:`float<class_float>` **floor_max_angle** = ``0.785398``
  166. .. rst-class:: classref-property-setget
  167. - void **set_floor_max_angle** **(** :ref:`float<class_float>` value **)**
  168. - :ref:`float<class_float>` **get_floor_max_angle** **(** **)**
  169. Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. The default value equals 45 degrees.
  170. .. rst-class:: classref-item-separator
  171. ----
  172. .. _class_CharacterBody3D_property_floor_snap_length:
  173. .. rst-class:: classref-property
  174. :ref:`float<class_float>` **floor_snap_length** = ``0.1``
  175. .. rst-class:: classref-property-setget
  176. - void **set_floor_snap_length** **(** :ref:`float<class_float>` value **)**
  177. - :ref:`float<class_float>` **get_floor_snap_length** **(** **)**
  178. Sets a snapping distance. When set to a value different from ``0.0``, the body is kept attached to slopes when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. The snapping vector is determined by the given distance along the opposite direction of the :ref:`up_direction<class_CharacterBody3D_property_up_direction>`.
  179. As long as the snapping vector is in contact with the ground and the body moves against :ref:`up_direction<class_CharacterBody3D_property_up_direction>`, the body will remain attached to the surface. Snapping is not applied if the body moves along :ref:`up_direction<class_CharacterBody3D_property_up_direction>`, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use :ref:`apply_floor_snap<class_CharacterBody3D_method_apply_floor_snap>`.
  180. .. rst-class:: classref-item-separator
  181. ----
  182. .. _class_CharacterBody3D_property_floor_stop_on_slope:
  183. .. rst-class:: classref-property
  184. :ref:`bool<class_bool>` **floor_stop_on_slope** = ``true``
  185. .. rst-class:: classref-property-setget
  186. - void **set_floor_stop_on_slope_enabled** **(** :ref:`bool<class_bool>` value **)**
  187. - :ref:`bool<class_bool>` **is_floor_stop_on_slope_enabled** **(** **)**
  188. If ``true``, the body will not slide on slopes when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` when the body is standing still.
  189. If ``false``, the body will slide on floor's slopes when :ref:`velocity<class_CharacterBody3D_property_velocity>` applies a downward force.
  190. .. rst-class:: classref-item-separator
  191. ----
  192. .. _class_CharacterBody3D_property_max_slides:
  193. .. rst-class:: classref-property
  194. :ref:`int<class_int>` **max_slides** = ``6``
  195. .. rst-class:: classref-property-setget
  196. - void **set_max_slides** **(** :ref:`int<class_int>` value **)**
  197. - :ref:`int<class_int>` **get_max_slides** **(** **)**
  198. Maximum number of times the body can change direction before it stops when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  199. .. rst-class:: classref-item-separator
  200. ----
  201. .. _class_CharacterBody3D_property_motion_mode:
  202. .. rst-class:: classref-property
  203. :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **motion_mode** = ``0``
  204. .. rst-class:: classref-property-setget
  205. - void **set_motion_mode** **(** :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` value **)**
  206. - :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **get_motion_mode** **(** **)**
  207. Sets the motion mode which defines the behavior of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. See :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` constants for available modes.
  208. .. rst-class:: classref-item-separator
  209. ----
  210. .. _class_CharacterBody3D_property_platform_floor_layers:
  211. .. rst-class:: classref-property
  212. :ref:`int<class_int>` **platform_floor_layers** = ``4294967295``
  213. .. rst-class:: classref-property-setget
  214. - void **set_platform_floor_layers** **(** :ref:`int<class_int>` value **)**
  215. - :ref:`int<class_int>` **get_platform_floor_layers** **(** **)**
  216. Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the **CharacterBody3D**. By default, all floor bodies are detected and propagate their velocity.
  217. .. rst-class:: classref-item-separator
  218. ----
  219. .. _class_CharacterBody3D_property_platform_on_leave:
  220. .. rst-class:: classref-property
  221. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **platform_on_leave** = ``0``
  222. .. rst-class:: classref-property-setget
  223. - void **set_platform_on_leave** **(** :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` value **)**
  224. - :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **get_platform_on_leave** **(** **)**
  225. Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` constants for available behavior.
  226. .. rst-class:: classref-item-separator
  227. ----
  228. .. _class_CharacterBody3D_property_platform_wall_layers:
  229. .. rst-class:: classref-property
  230. :ref:`int<class_int>` **platform_wall_layers** = ``0``
  231. .. rst-class:: classref-property-setget
  232. - void **set_platform_wall_layers** **(** :ref:`int<class_int>` value **)**
  233. - :ref:`int<class_int>` **get_platform_wall_layers** **(** **)**
  234. Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the **CharacterBody3D**. By default, all wall bodies are ignored.
  235. .. rst-class:: classref-item-separator
  236. ----
  237. .. _class_CharacterBody3D_property_safe_margin:
  238. .. rst-class:: classref-property
  239. :ref:`float<class_float>` **safe_margin** = ``0.001``
  240. .. rst-class:: classref-property-setget
  241. - void **set_safe_margin** **(** :ref:`float<class_float>` value **)**
  242. - :ref:`float<class_float>` **get_safe_margin** **(** **)**
  243. Extra margin used for collision recovery when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  244. If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
  245. A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
  246. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
  247. .. rst-class:: classref-item-separator
  248. ----
  249. .. _class_CharacterBody3D_property_slide_on_ceiling:
  250. .. rst-class:: classref-property
  251. :ref:`bool<class_bool>` **slide_on_ceiling** = ``true``
  252. .. rst-class:: classref-property-setget
  253. - void **set_slide_on_ceiling_enabled** **(** :ref:`bool<class_bool>` value **)**
  254. - :ref:`bool<class_bool>` **is_slide_on_ceiling_enabled** **(** **)**
  255. If ``true``, during a jump against the ceiling, the body will slide, if ``false`` it will be stopped and will fall vertically.
  256. .. rst-class:: classref-item-separator
  257. ----
  258. .. _class_CharacterBody3D_property_up_direction:
  259. .. rst-class:: classref-property
  260. :ref:`Vector3<class_Vector3>` **up_direction** = ``Vector3(0, 1, 0)``
  261. .. rst-class:: classref-property-setget
  262. - void **set_up_direction** **(** :ref:`Vector3<class_Vector3>` value **)**
  263. - :ref:`Vector3<class_Vector3>` **get_up_direction** **(** **)**
  264. Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Defaults to ``Vector3.UP``. As the vector will be normalized it can't be equal to :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`, if you want all collisions to be reported as walls, consider using :ref:`MOTION_MODE_FLOATING<class_CharacterBody3D_constant_MOTION_MODE_FLOATING>` as :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>`.
  265. .. rst-class:: classref-item-separator
  266. ----
  267. .. _class_CharacterBody3D_property_velocity:
  268. .. rst-class:: classref-property
  269. :ref:`Vector3<class_Vector3>` **velocity** = ``Vector3(0, 0, 0)``
  270. .. rst-class:: classref-property-setget
  271. - void **set_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
  272. - :ref:`Vector3<class_Vector3>` **get_velocity** **(** **)**
  273. Current velocity vector (typically meters per second), used and modified during calls to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  274. .. rst-class:: classref-item-separator
  275. ----
  276. .. _class_CharacterBody3D_property_wall_min_slide_angle:
  277. .. rst-class:: classref-property
  278. :ref:`float<class_float>` **wall_min_slide_angle** = ``0.261799``
  279. .. rst-class:: classref-property-setget
  280. - void **set_wall_min_slide_angle** **(** :ref:`float<class_float>` value **)**
  281. - :ref:`float<class_float>` **get_wall_min_slide_angle** **(** **)**
  282. Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>` is :ref:`MOTION_MODE_GROUNDED<class_CharacterBody3D_constant_MOTION_MODE_GROUNDED>`, it only affects movement if :ref:`floor_block_on_wall<class_CharacterBody3D_property_floor_block_on_wall>` is ``true``.
  283. .. rst-class:: classref-section-separator
  284. ----
  285. .. rst-class:: classref-descriptions-group
  286. Method Descriptions
  287. -------------------
  288. .. _class_CharacterBody3D_method_apply_floor_snap:
  289. .. rst-class:: classref-method
  290. void **apply_floor_snap** **(** **)**
  291. Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` returns ``true``.
  292. .. rst-class:: classref-item-separator
  293. ----
  294. .. _class_CharacterBody3D_method_get_floor_angle:
  295. .. rst-class:: classref-method
  296. :ref:`float<class_float>` **get_floor_angle** **(** :ref:`Vector3<class_Vector3>` up_direction=Vector3(0, 1, 0) **)** |const|
  297. Returns the floor's collision angle at the last collision point according to ``up_direction``, which is ``Vector3.UP`` by default. This value is always positive and only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` and when :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` returns ``true``.
  298. .. rst-class:: classref-item-separator
  299. ----
  300. .. _class_CharacterBody3D_method_get_floor_normal:
  301. .. rst-class:: classref-method
  302. :ref:`Vector3<class_Vector3>` **get_floor_normal** **(** **)** |const|
  303. Returns the surface normal of the floor at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` and when :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` returns ``true``.
  304. .. rst-class:: classref-item-separator
  305. ----
  306. .. _class_CharacterBody3D_method_get_last_motion:
  307. .. rst-class:: classref-method
  308. :ref:`Vector3<class_Vector3>` **get_last_motion** **(** **)** |const|
  309. Returns the last motion applied to the **CharacterBody3D** during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
  310. .. rst-class:: classref-item-separator
  311. ----
  312. .. _class_CharacterBody3D_method_get_last_slide_collision:
  313. .. rst-class:: classref-method
  314. :ref:`KinematicCollision3D<class_KinematicCollision3D>` **get_last_slide_collision** **(** **)**
  315. Returns a :ref:`KinematicCollision3D<class_KinematicCollision3D>`, which contains information about the latest collision that occurred during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  316. .. rst-class:: classref-item-separator
  317. ----
  318. .. _class_CharacterBody3D_method_get_platform_angular_velocity:
  319. .. rst-class:: classref-method
  320. :ref:`Vector3<class_Vector3>` **get_platform_angular_velocity** **(** **)** |const|
  321. Returns the angular velocity of the platform at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  322. .. rst-class:: classref-item-separator
  323. ----
  324. .. _class_CharacterBody3D_method_get_platform_velocity:
  325. .. rst-class:: classref-method
  326. :ref:`Vector3<class_Vector3>` **get_platform_velocity** **(** **)** |const|
  327. Returns the linear velocity of the platform at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  328. .. rst-class:: classref-item-separator
  329. ----
  330. .. _class_CharacterBody3D_method_get_position_delta:
  331. .. rst-class:: classref-method
  332. :ref:`Vector3<class_Vector3>` **get_position_delta** **(** **)** |const|
  333. Returns the travel (position delta) that occurred during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  334. .. rst-class:: classref-item-separator
  335. ----
  336. .. _class_CharacterBody3D_method_get_real_velocity:
  337. .. rst-class:: classref-method
  338. :ref:`Vector3<class_Vector3>` **get_real_velocity** **(** **)** |const|
  339. Returns the current real velocity since the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to :ref:`velocity<class_CharacterBody3D_property_velocity>` which returns the requested velocity.
  340. .. rst-class:: classref-item-separator
  341. ----
  342. .. _class_CharacterBody3D_method_get_slide_collision:
  343. .. rst-class:: classref-method
  344. :ref:`KinematicCollision3D<class_KinematicCollision3D>` **get_slide_collision** **(** :ref:`int<class_int>` slide_idx **)**
  345. Returns a :ref:`KinematicCollision3D<class_KinematicCollision3D>`, which contains information about a collision that occurred during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Since the body can collide several times in a single call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_collision_count<class_CharacterBody3D_method_get_slide_collision_count>` - 1).
  346. .. rst-class:: classref-item-separator
  347. ----
  348. .. _class_CharacterBody3D_method_get_slide_collision_count:
  349. .. rst-class:: classref-method
  350. :ref:`int<class_int>` **get_slide_collision_count** **(** **)** |const|
  351. Returns the number of times the body collided and changed direction during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  352. .. rst-class:: classref-item-separator
  353. ----
  354. .. _class_CharacterBody3D_method_get_wall_normal:
  355. .. rst-class:: classref-method
  356. :ref:`Vector3<class_Vector3>` **get_wall_normal** **(** **)** |const|
  357. Returns the surface normal of the wall at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` and when :ref:`is_on_wall<class_CharacterBody3D_method_is_on_wall>` returns ``true``.
  358. .. rst-class:: classref-item-separator
  359. ----
  360. .. _class_CharacterBody3D_method_is_on_ceiling:
  361. .. rst-class:: classref-method
  362. :ref:`bool<class_bool>` **is_on_ceiling** **(** **)** |const|
  363. Returns ``true`` if the body collided with the ceiling on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "ceiling" or not.
  364. .. rst-class:: classref-item-separator
  365. ----
  366. .. _class_CharacterBody3D_method_is_on_ceiling_only:
  367. .. rst-class:: classref-method
  368. :ref:`bool<class_bool>` **is_on_ceiling_only** **(** **)** |const|
  369. Returns ``true`` if the body collided only with the ceiling on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "ceiling" or not.
  370. .. rst-class:: classref-item-separator
  371. ----
  372. .. _class_CharacterBody3D_method_is_on_floor:
  373. .. rst-class:: classref-method
  374. :ref:`bool<class_bool>` **is_on_floor** **(** **)** |const|
  375. Returns ``true`` if the body collided with the floor on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "floor" or not.
  376. .. rst-class:: classref-item-separator
  377. ----
  378. .. _class_CharacterBody3D_method_is_on_floor_only:
  379. .. rst-class:: classref-method
  380. :ref:`bool<class_bool>` **is_on_floor_only** **(** **)** |const|
  381. Returns ``true`` if the body collided only with the floor on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "floor" or not.
  382. .. rst-class:: classref-item-separator
  383. ----
  384. .. _class_CharacterBody3D_method_is_on_wall:
  385. .. rst-class:: classref-method
  386. :ref:`bool<class_bool>` **is_on_wall** **(** **)** |const|
  387. Returns ``true`` if the body collided with a wall on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "wall" or not.
  388. .. rst-class:: classref-item-separator
  389. ----
  390. .. _class_CharacterBody3D_method_is_on_wall_only:
  391. .. rst-class:: classref-method
  392. :ref:`bool<class_bool>` **is_on_wall_only** **(** **)** |const|
  393. Returns ``true`` if the body collided only with a wall on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "wall" or not.
  394. .. rst-class:: classref-item-separator
  395. ----
  396. .. _class_CharacterBody3D_method_move_and_slide:
  397. .. rst-class:: classref-method
  398. :ref:`bool<class_bool>` **move_and_slide** **(** **)**
  399. Moves the body based on :ref:`velocity<class_CharacterBody3D_property_velocity>`. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a **CharacterBody3D** or :ref:`RigidBody3D<class_RigidBody3D>`, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
  400. Modifies :ref:`velocity<class_CharacterBody3D_property_velocity>` if a slide collision occurred. To get the latest collision call :ref:`get_last_slide_collision<class_CharacterBody3D_method_get_last_slide_collision>`, for more detailed information about collisions that occurred, use :ref:`get_slide_collision<class_CharacterBody3D_method_get_slide_collision>`.
  401. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
  402. Returns ``true`` if the body collided, otherwise, returns ``false``.
  403. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  404. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  405. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  406. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  407. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  408. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`