improved rotation jitter fix
This commit is contained in:
@@ -5,6 +5,7 @@ public partial class essential : Node
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
ProjectSettings.SetSetting("physics/common/physics_ticks_per_second", Performance.GetMonitor(Performance.Monitor.TimeFps));
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
|
@@ -32,7 +32,7 @@ public partial class player : CharacterBody3D
|
||||
velocity.x = direction.x * Speed;
|
||||
velocity.z = direction.z * Speed;
|
||||
Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
|
||||
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * Speed);
|
||||
bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * Speed * 1.5f);
|
||||
GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
|
||||
}
|
||||
else
|
||||
|
Reference in New Issue
Block a user