All demos were opened with Godot 4.2.1, with the mesh format upgraded for 3D demos. The 3D antialiasing demo now uses Extra Cull Margin on the last object to prevent it from disappearing too early when the camera rotates (due to its use of shader-based animation).
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.
