big performance improvement
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@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.10">
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.13">
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<PropertyGroup>
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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7
gd-mono-thirdpersoncontroller.csproj.old
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7
gd-mono-thirdpersoncontroller.csproj.old
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@@ -0,0 +1,7 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.10">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>gd-mono-thirdpersoncontroller</RootNamespace>
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</PropertyGroup>
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</Project>
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@@ -29,6 +29,10 @@ window/stretch/aspect="expand"
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project/assembly_name="gd-mono-thirdpersoncontroller"
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project/assembly_name="gd-mono-thirdpersoncontroller"
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[editor]
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export/convert_text_resources_to_binary=true
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[input]
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[input]
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move_left={
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move_left={
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@@ -75,8 +79,5 @@ uncapture_mouse={
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[rendering]
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[rendering]
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lights_and_shadows/directional_shadow/size=6144
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renderer/rendering_method="mobile"
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lights_and_shadows/directional_shadow/soft_shadow_filter_quality=5
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anti_aliasing/quality/msaa_3d=2
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anti_aliasing/quality/screen_space_aa=1
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occlusion_culling/use_occlusion_culling=true
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occlusion_culling/use_occlusion_culling=true
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@@ -2,18 +2,28 @@ using Godot;
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public partial class player : CharacterBody3D
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public partial class player : CharacterBody3D
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{
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{
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public Vector3 direction;
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[Export] float speed = 5.0f;
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[Export] float speed = 5.0f;
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[Export] float jumpVelocity = 5f;
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[Export] float jumpVelocity = 5f;
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[Export] float gravity = 14f;
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[Export] float gravity = 14f;
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[Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
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[Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f;
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[Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -50f;
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[Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
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[Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f;
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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//uncapturing the mouse disables player movement but still simulates gravity
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//uncapturing the mouse disables player movement but still simulates gravity
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;
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/**body rotation is in regular process because it lags in physicsprocess and is more a animation anyway
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maybe rotate extra collisions separately for invisible lag that may occur**/
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if (direction != Vector3.Zero)
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{
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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}
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}
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public override void _PhysicsProcess(double delta)
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public override void _PhysicsProcess(double delta)
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{
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{
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@@ -26,15 +36,11 @@ public partial class player : CharacterBody3D
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velocity.y = jumpVelocity;
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velocity.y = jumpVelocity;
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
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Vector3 direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.y).Normalized(); //rotates the input direction with camera rotation
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direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode<Marker3D>("camera_center").Rotation.y).Normalized(); //rotates the input direction with camera rotation
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if (direction != Vector3.Zero)
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if (direction != Vector3.Zero)
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{
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{
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velocity.x = direction.x * speed;
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velocity.x = direction.x * speed;
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velocity.z = direction.z * speed;
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velocity.z = direction.z * speed;
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//Rotating the body mesh to movement
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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}
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else
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else
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{
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{
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@@ -43,7 +49,7 @@ public partial class player : CharacterBody3D
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}
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}
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Velocity = velocity;
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Velocity = velocity;
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MoveAndSlide();
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MoveAndSlide();
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}
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}
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public override void _Input(InputEvent @event)
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public override void _Input(InputEvent @event)
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{
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{
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
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if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured)
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@@ -51,8 +57,8 @@ public partial class player : CharacterBody3D
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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Vector3 camRot = GetNode<Marker3D>("camera_center").RotationDegrees;
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camRot.y -= mouseMotion.Relative.x * mouseSensitivity;
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camRot.y -= mouseMotion.Relative.x * mouseSensitivity;
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camRot.x -= mouseMotion.Relative.y * mouseSensitivity;
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camRot.x -= mouseMotion.Relative.y * mouseSensitivity;
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camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); //prevents camera from going endlessly around the player
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camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); //prevents camera from going endlessly around the player
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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GetNode<Marker3D>("camera_center").RotationDegrees = camRot;
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}
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}
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}
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}
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}
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}
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@@ -3,25 +3,13 @@ using System;
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public partial class window : Node
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public partial class window : Node
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{
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{
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public override async void _Ready()
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public override void _Process(double delta)
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{
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/* VSync should be used because needing to change the PhysicsTicksPerSecond in _Process takes CPU ussage
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* You could also just set max FPS and delte this fix
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*/
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await ToSignal(GetTree().CreateTimer(1.5f), "timeout");//waits until the game has loaded some time
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if (Engine.PhysicsTicksPerSecond != (int)Engine.GetFramesPerSecond())
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{
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Engine.PhysicsTicksPerSecond = (int)Engine.GetFramesPerSecond(); //PhysicsTicksPerSecond have to be the same value like current FPS or the movement will lagg
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GD.Print("Set PhysicsTicksPerSecond to: " + Engine.PhysicsTicksPerSecond);
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}
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}
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public override void _Process(double delta)
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{
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{
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if (Input.IsActionJustPressed("fullscreen"))
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if (Input.IsActionJustPressed("fullscreen"))
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{
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{
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if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
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if (DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen)
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DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
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DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
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else DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen);
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else DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen);
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}
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}
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}
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}
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}
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}
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