updated to godot 4 beta 7 wich might be a mistake
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export_presets.cfg
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export_presets.cfg
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@@ -16,6 +16,7 @@ public partial class player : CharacterBody3D
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public Vector3 playerResetPosition;
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//TODO: Add camera max rotation on ground (Preventing turning camera to upside down)
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//TODO: just rotate model not just everything
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//NOTICE: Since Beta 7 of Godot 4 the turning isn't smooth anymore
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public override void _Ready()
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{
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cameraCenter = GetNode<Marker3D>("camera_center");
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@@ -51,7 +52,7 @@ public partial class player : CharacterBody3D
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//checks for movement and adjusts the character direction with camera roatation
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playerResetPosition = Rotation;
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camPosition = cameraCenter.Rotation;
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playerResetPosition.y = camPosition.y * -1f;
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playerResetPosition.y = camPosition.y * -1;
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Rotation -= playerResetPosition;
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cameraCenter.Rotation = new Vector3(camPosition.x, 0, 0);
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}
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@@ -1,4 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.6">
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.7">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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7
test 3d project.csproj.old
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7
test 3d project.csproj.old
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@@ -0,0 +1,7 @@
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<Project Sdk="Godot.NET.Sdk/4.0.0-beta.6">
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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>test3dproject</RootNamespace>
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</PropertyGroup>
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</Project>
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