- Godot 4 mouse look reddit interpolate_method . 4 . But because the cards are overlapping in the player's hand, sometimes I hover over two cards at once. MOUSE_MODE_CAPTURE, but nothing of this works correctly My solution was use 2 properties Currently I'm playing around with rotating my character to either look in the direction of the mouse, or to look in the direction they're moving. Or check it out in the app stores and make the 1st marker look_at mouse position. Then do your navigation logic (e. The only other way of doing this I understand is using something like object. For some reason when the Rigidbody mode is set to Character it no longer works, but it worked fine a few days ago. Get the Reddit app Scan this QR code to download the app now. So you don't need a target if you already have the velocity vector (vector from your joystick). I’ve looked back at the Gscript and when I move my mouse, it’s To help with this issues i wrote the article featured at the top of the post and a companion asset. e aligned with world ref frame), this will happen: Red cursor indicates mouse position. 3 dev 1 I am using Godot 4. (like the old Freespace games) and I'm stuck on how to make the game's mouse look functionality stay relative to the player, rather than becoming My (pixel art) games resolution is 480 x 270 which is no problem for the engine to render properly. 25 # Get the gravity from the project settings to be synced with RigidBody nodes. . rotation. Im trying to make a game where my player is able to move left and right only but I also want to make the player sprite face on mouse position, something like this gif. Use Unity to build high-quality 3D and 2D games and experiences. I've made a tutorial on creating look_at(get_global_mouse_position()) rotation_degrees = rotation_degrees + 90. tween. I'm doing a prototype for my first 3D game and was wondering how to achieve this. Using MOUSE_MODE_HIDDEN and MOUSE_MODE_CONFINED_HIDDEN moves it to another location and MOUSE_MODE_CAPTURED locks it at the center of the screen. 4apig Migrating Animations from Godot 4. I don't know if I explained my problem well or not though. g. A simple 3d node scene has a gridmap node and a camera with 45 degree rotation - looking at the grid. x = lerp_angle(), except I have no idea what to put in the parentheses since I don't know how to manually calculate the Player dash towards mouse looking position (FPS) I'm looking for a way to make the player to boost himself towards where he is aiming, be it up, down or forward. ToLocal() (I think it is . The pupil is a separate sprite from the rest of the body. This is done in 3D. Mouse movement that ISN'T tied to framerate Is there any way to achieve a 3D mouse look without using event. While I can get the character to look at my mouse, all movement has become relative to the mouse position. You'll find a few different approaches, pick one that fits your project best. Or check it out in the app stores TOPICS I am trying to make my player shoot on holding the mouse button , but till now I only can make the code respond to either mouse press or release or both , but it doesnt work on holding . You can either get that information from the _input(event) or _unhandled_input(event) method (can help to separate out input processing from physics processing, and particularly helpful when you need something else, like the GUI, to have first dibs on your input), or you can call for the mouse position directly, using get_viewport(). type == InputEvent. x. The placeholder character mesh look to +X by default, but if I move to -X I would like for the 3D mesh look_at the -X direction. But this doesn't work during the hold, because if I lay the mouse on the player, the spear won't point outward anymore. See what your fellow developers are up to, get help or advice for your own projects, and be notified about updates (fixes, changes, new features, etc. hover only happens iirc when you are using the mouse, while focus happens whenever the control I think it's because look_at() will set the value returned by get_angle_to() to 0 (because the body rotation is pointing towards where your mouse is pointing). This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. global_transform. It's ok if I need some parameters from camera's current position and rotation. var mouse_pos = get_global_mouse_position The official subreddit for the Godot Engine. A Community for the people of The official subreddit for the Godot Engine. I am creating a 3D art gallery which will operate similar to a FPS game, where the mouse gives you the direction you look. Try to look up some tutorials on Youtube and this subreddit. set_rotation(Vector3(0, deg2rad(yaw), 0)) Looked into this some more, apparently the Mouse Wheel Up/Down only have a released event -- you can use: Our first Godot game, 4+ years in the making, announce trailer (PC, PS5) and demo out! The (un)official home of #teampixel and the #madebygoogle lineup on Reddit. This is triggered when dragging a texture to a sprite (i'd have imagined this was a rather common thing to do), not every time, but 1 in 3 maybe. Or check it out in the app stores I want to create something like the image shown above where you can press the left mouse button and determine if the mouse pressed the 3D object but every tutorial I follow was created in Godot 3 and copying the code provides many errors that I Now, I want to also include a walking animation, but have the character still look at the mouse, WHILE using an animation that makes sense. Hello, I know how to draw a line from one point to another, but how can I draw a line from a point to the mouse position? I would like to be able to click to set the starting point, and then click again to set the end point (but drawing the line live, while Not sure how much help this will be, but it might be what you're looking for. io/jet-boy Look at how the cursor moves pixely. The official subreddit for the Godot Engine. CanvasItem is the base class for anything 2D, so all Control and Node2D nodes. The easiest way to handle this is to insert the sprite beneath a parent node and set the sprite’s rotation to a fixed 90 degrees. Hammerfight is a physics-based game where you control a ship with mouse movement. It Hiya, I was wondering how to make it so in a 2d game your player's projectiles shoot towards your cursor location. So far, seems that look_at rotates an Spatial node using a global coordinate, which is useful for stuff like pointing to other characters or the mouse pointer position. Currently, character rotates smoothly when using keyboard but when turning with mouse the character moves twice the amount it is supposed to. My code could've been bad though. relative_x * view_sensitivity, 360) pitch = max(min(pitch - ie. transform. Learn To Make Games in Godot 4 By GameDev. This method allows you to take the joystick input as a Vector2 so you don't have to specifically grab the X or Y individually. I have tried experimenting with the lerp() math As mentioned here, it's not looking at mouse direction, it's just looking at some direction because of movement. I've tried: look_at(get_global_mouse_position) rotate(get_angle(get_global_mouse_position)) # I also tried with this insteat of get_global_mouse_position() DisplayServer. take a look at this for a nice comparison Get the Reddit app Scan this QR code to download the app now. e. look_at ()) A simple FPS Mouse Look script for Godot 4+ that is extendable and doesn't overcomplicate things. r/godot•. x) / 100, 0)) I can look up and down fine and it feels okay, but the problem seems to be that once you move the mouse, it instantly makes the camera turn upside down pointed behind where the play was looking. I'm struggling with a shooting system. relative_y * view_sensitivity, 90), -90) get_node("eco_yaw"). I think focus_entered probably is working correctly, the reason you are seeing this behavior is because focus and hover are not the same. I have used basic Controls only for positioning decoration related nodes like ColorRect (I often had a Label that contained a ColorRect, the latter set to be shown behind its parent, which is a handy way to show dev/debug related info during gameplay). position. Player's visual facing direction becomes misaligned with the mathematical direction. So if you move the real mouse outside the window there will be a jump for a second when they don't line up. I’ve finally received the Mouse Look, however, with crouching my player goes through the floor. ===== Small floating transparent pop-up windows seems like the best work around for now in Godot 4. ⚖️ CC0 License 🔗 https: I'm diving in to Godot 4 and this project is how I will start my simple FPS. mouse_get_position() Do not connect to signals mouse_entered and mouse_exited except you want something to happen there. Here is what I have tried it always returns blank. One * 100 becomes a vector of (100, 100, 100). /r/GuildWars2 is the primary community for Guild Wars 2 on Reddit. im trying to make the player look at the mouse pointer but this script wouldn't work, this script is on the 3d spatial, i have player collision off and the player has no collisionshape yet, but the ground has collision on though, this is the script, any way to fix this I'm using the way i saw at a godot course I'm making, but I'll make sure to try this one, seeing how it looks like a single function can make it move for all directions, I'll probably just use this way, lol. I did it like this: When input was called, check the mouse button and if it's a left click then change the position. Title. x * look_sens * delta Throughout the whole process of developing the game there was a reccuring problem: Godot seems to detect one mouse click as more than one. global_position. Or check it out in the app stores TOPICS The official subreddit for the Godot Engine. Hey! Sorry for necroposting, I was looking for something like this and it seems like its working for me (almost) except for the fact that I have a 3d object with a look_at towards this pos variable its calculating, the problem is that whenever my mouse position reaches a specific threshold (imagine a line splitting your screen in an "upper" and "lower" part of the screen), it would flip How do you make a mouse look in godot 3? in godot 2, I use eco_fps_controller as base of my code. BUT in the -y axis the ball is controlled by the mouse (if you go up with the mouse the ball will go up too same for down) So my code is fairly simple : self. Or check it out in the app stores I was at a meet up with devs a couple of weeks before Godot 4 was launching and I actively had to recommend against using Godot for a while cause I knew that 4 would be the new face of Godot without the resources, understandably, ready yet True. I tried to warp mouse to the center of the screen after each input but it triggers input handler and creates a counter-force. I want to make an eyeball with a pupil that stares at the mouse. It works! After a long 7 minutes of video, I can see what you mean. To display text or do different things I used some Area2Ds and for my text system I used an unhandled_input function. Or check it out in the app stores Home; Popular; TOPICS I can currently move the character with WASD and I have implemented a mouse look script, but what I cannot figure out is that when I stop moving with the keyboard, then do a mouse look, I want to press both mouse buttons to The official subreddit for the Godot Engine. pos, but it seems like global coordinates or something. MOUSE_MOTION: yaw = fmod(yaw - ie. The reference for this would be something similar to what is achieved in Noita's player character. When they release the button and It can produce some very nice looking results and thankfully my game heavily relies on baked lighting. Or check it out in the app stores TOPICS a control node that covers the viewport set to pass in a CanvasLayer makes the CanvasLayer and it's children eat up all mouse inputs, preventing all control nodes outside said CanvasLayer from receiving any input Screen space and world space aren't equivalent. PROGRESS REPORT: Migrating Animations from Godot 4. We are currently private in protest of Reddit's poor management and decisions related to third party platforms and content management. x . Here is what I am doing at the moment - I have a script in my primary node which has this: Basically I want my mouse cursor to move along my custom resolution (480x270) and not along the resolution of my screen (1930x1080) If you dont get what I mean, this games cursor movement is exactly like I want it to be: https://harrylight. y -= mouse_delta. Or check it out in the app stores The official subreddit for the Godot Engine. heres the camera code and any help would be greatly appreciated: Our first Godot game, 4+ years in the making, announce The official subreddit for the Godot Engine. My aim is to have the sprite "dash" towards the mouse at the Roll speed (Sidenote: hoping I can add a dash animation to the sprite via In Unity, vector3 does have a one property, but it doesn't in Godot. According to the API docs it is the same for Godot 3. y position of the mouse cursor, but the problem is cycling between left/straight/right, I was thinking about making an invisible sprite that rotate toward the mouse and then use its rotation I'm trying to make a small KinematicBody2D move around inside a circle using the mouse. I'm not sure which godot version you're using, but you'll want to use Input. There's multiple ways to do this depending on how many axis you want to rotate in. 5 is completely smooth though. Hi, so I have a character sprite with 6 directions, left/straight/right with those 3 variations for away/toward camera. And yes what you want is to billboard your sprite and change it according to the camera position. Search for #shooting. Hey people I wonder how i can disabled and enable the mouse, I tried with Input. Invalid call. The first part of the article is a deep dive into mouse input, how Godot approaches it, the key elements that affect it, why these Godot does not have image editing tools I’m afraid. any help? How to mask a Sprite During the stab and the retreat, I was able to use look_at() and get the result i wanted. I tried using self. but i also have a Penalty where the controls are inverted (if you go up with the mouse the ball go down same goes for down the ball go up) 4:11 Spawn Bullet / Projectile (in direction of the mouse) 6:35 Give it Speed 8:23 Set Rate of Fire 10:25 Offset Spawn Point 13:11 Remove With Lifetime 14:08 Remove on Impact 16:07 Disable Run and Gun part2: 0:53 Hit Detection 4:29 Set Hitpoints 5:55 Best Practises for Function Placement 6:56 Set Damage and Call Damage Function Experimenting with models now. In MOUSE_MODE_CAPTURED the mouse should be hidden automatically. Changing The official subreddit for the Godot Engine. I do this in one of my games, as seen here in this post: The look_at method assumes that looking directly to the right is 0 degrees, so by putting your sprite at the top (i. x to view_pitch and the character Y Get the Reddit app Scan this QR code to download the app now. It does work in windowed mode, however, there is a disconnect when you use a keyboard/controller to move the mouse now the Godot mouse and the OS mouse are at offset positions. 5 const mouse_sens = 0. Or check it out in the app stores Godot 4, my character moves when I look around . Is there any way to change the mouse sensitivity with a script? I've only found this post , but I haven't got the result I was looking for. Cartesian quadrant IV), but mouse coordinates are reported in terms of the screen position (i. In Video Game 3D spaces this can sometimes be as fast as using the Camera object's FORWARD vector, in the Object's "Local Space". 3 Be sure to read the rules to avoid getting banned! Also this subreddit looks GREAT in 'Old Reddit' so check it out if you're not a fan of 'New Reddit'. , looking up), you're giving it a 90 degree offset. Godot can be a little sloppy because it is dynamically typed, it is still important to develop a good habit of understanding your number typing. I've looked around (i. Now if I use a custom mouse cursor (which is a 32 x 32 png), the cursor doesnt move along my custom resolution (480 x 270), it moves along screen resolution, which is 1920 x 1080 in my case. 0 are not exactly the same number. Tileaps Have been an actual pain to work with, but from what I can understand you would need the TileData for the cell at the location. I tried doing character movement using flow maps. ) The look at function specifies that the operations take place in global space and therefore you most likely need to use "target. Have a node tweening from one position to another, and when you reach the target position have you able to hover over the node and itll move up X value and scale X and returns to base values when you mouse exit. Releasing a Godot 4, 3D, web game View community ranking In the Top 1% of largest communities on Reddit. One mechanic I want to implement is the ability to hove a mouse over an object and in the bottom left of the screen that objects name will appear. x - body_anim. I rotate camera in _input function. Which means you can use this method on all of those nodes, but not in CanvasLayer. 0. I would also be curious about I'm making a card game. Think about it: the screen is limited by the bounds of the viewport, but the world goes from -infinity to +infinity on all 3 (or 2 if 2d) axes. I know that get_mouse_position() and warp_mouse_position() both work on HTML as I use them elsewhere, but the technique described above does not. How to I'm trying to recreate Hammerfight movement in Godot. However, the relative property of the mouse event still gets accurate numbers. Basically I look for the mouse position then rotate my sprite. a direction vector with some length. Essentially, it's turning around the mouse at a fixed distance instead of going up and down, gaining and losing distance instead of going left and right, that sort of thing. I was trying out Godot 4 RC2 and found that my simple capsule project (C#) was incredibly slow with using the mouse to look around when running a scene. At least that's how I remember it working. look_at(position - direction) Problem with basic 2D movement in godot 4. You shouldn't need the absolute mouse position anyway, just have something like view_yaw and view_pitch variables, then in _unhandled_input add the event. To get this, you would need to take your position, whether mouse or character, use the . Made a watchtower asset and it looks quite nice in Godot 👌 Godot 4 terrible mobille performance get_local_mouse_position() is equivalent to get_global_mouse_position() - global_position only if the global_transform of the given node (specifically a CanvasItem) is a pure translation transformation, meaning it only translates/offsets/moves the origin, without affecting the axes of such coordinate system. searched Google and here), but I cannot see a guide for capturing the mouse when I export using WebGL. itch. look_at() would be alright, but I want to set different turn speeds so look_at() is either too fast or too slow. Nonexistent function 'get_global_mouse_position' in base 'Node'. get_mouse That seems correct. Now on running the scene I want to detect the cells according to mouse cursor position. On HTML the mouse hover isn't refreshed and, in fact, you'll lose any custom cursor until the mouse moves again. I'm using a StaticBody2D, which can have a mouse_enter signal too, but there doesn't seem to be a focus category like in the control node. Deploy them across mobile, desktop, VR/AR, consoles or the Web and connect with people globally. Try putting the scaling multiplier on global_mouse_position just before rotator_object. 1 in a 3D project. 1. It happens to me in Godot 4. Or check it out in the app stores How would converting the sprite into a mesh help with mouse over behavior? I know that it is supposed to reduce the number of pixels drawn (it I've been trying to learn Godot (using 4. Here's the method in 3. And on a second note: It's also worth trying to use an area node to capture input on that specific thing you're trying to click instead of doing it manually. My journey is kinda crazy. I know I can raycast using Camera3D. Members Online. Look at the fps tutorial. Or check it out in the app stores help with mouse look toogle for a new player Discrete_carry Blend Mode in Godot 4 / Spriteframe Interpolation upvote r/AsheronsCall. To subtract the damage (and for hitmarkers, etc. Went back to school to study computer science in my late 20s, worked as a web developer for 4 years in my early to mid 30s, then retired at 36, meant to start learning game dev after a few months of relaxing in retirement, but now just getting started after 4 years of relaxing haha. MOUSE_MODE_CAPTURED = 2 --- Captures the mouse. Player (metarig) is rotated also if player is moving. Thank you for your response. Rectangles won't be as elegant as a tightly clipped Polygons. 1 146K subscribers in the godot community. zandr0id Then the player is looking at the mouse cursor. r/godot. relative, since it is tied to the framerate of the game? As mentioned here, it's not looking at mouse direction, it's just looking at some direction because of movement. Reply reply More replies. What I'm looking to do is drag a button across a screen - not to be dropped in any menu. The blue cross is just a child MeshInstance of the character. I am using canvaslayers to parallax the scene with "0" being the center, where the player interacts with things. My player's node is CharacterBody2D and my bullet is an Area2D node. MOUSE_MODE_HIDDEN = 1 --- Makes the mouse cursor hidden if it is visible. I've found that there's an addon for 3. For example if I hover over a rock tile I'd want it to say "Rock" in the bottom left. The way you do this is you subtract the start point from the end point: # let body be your rigidbody var mouse_pos = I have just started using Godot, version 3. Looking into this, it seems that it's because Godot does not have physics interpolation, which is a feature most game engines tend to have. For both I am using the "Look at" function to just set the rotation to the given direction. Github link. look_at(global_mouse_position) in u/KamikazeCoPilot Migrating Animations from Godot 4. I was thinking about making a very simple 2D game where you controll a UFO with your mouse, when you move the mouse cursor around the map the UFO moves around, maybe with some simple physics like leaning or what ever. project_position with a z_depth of 0 to get the position of the cursor in 3D space, then make the head look at that point. 4 and Hey all, I was wondering if someone could help me figure out this issue. One of the most annoying aspect of working with Control nodes in Godot 3 was that most of them just swallowed mouse events. 3 Well that makes sense. If the global_transform involves non-zero rotation, non-uniform scale, get_global_mouse_position returns a Vector2, representing the cursor's location in the global reference frame, so you need to get a vector that points from RigidBody2D's global_position (also a Vector2 in the same global reference frame) to the mouse's. View community ranking In the Top 1% of largest communities on Reddit. Or check it out in the app stores I've figured how to detect mouse click for the Area 2D node, but I want to detect it on each *instance*. In capture mode that mouse is locked (probably to the center position) meaning using the mouse cursor to rotate an object wouldn't work, since there is no valid position to look at. Get support, learn new information, and hang out in the subreddit I'm trying to increase how much the mouse wheel zooms in and out in the 2D editor, but there does not appear to be a setting attached to it. Or check it out in the app stores look_at(get_global_mouse_position()) point the wrong side Share Sort by: Best. The same project is 3. It's easy enough to capture the location where the mouse was originally but i'd like to know if there is anyway way tell godot that i want the position to stay locked to the last place i made it visible. Rev hub imu DEV SNAPSHOT: Godot 4. I find from many tutorials and google searches that I want to use MOUSE_MODE_CAPTURED. There are many (not Godot specific) short courses on Vector Math. I just dont understand what it means, sorry i started godot week ago, i know nothing about programming. 3 beta 1 This will work well for a fullscreen game. project_ray_origin and Camera3D. It seems he has an 8 directional sprite set up where I only have 4 way cardinal direction. look(look_sens, mouse_delta. I already read up on the angle_to_point() function in class Vector2, but my problem is that the character position is in this world space (i. And yes what you want is to billboard your sprite and change I've worked with Godot for years, recently starting making a Resident Evil style game in 4. To flip a sprite, just change its x scale from 1 to -1 if say the mouse position goes to the left of the players position. But it also can't be moved for input anymore. origin" in your look at call. Thanks for help, I need it :) So, if the event is a MOUSE_BUTTON event, the mouse is being pressed, and the button is BUTTON_LEFT (1), then We get the viewport's dimensions and half them We get the global mouse position and offset it by the viewport's halved dimensions (width and height, respectively) We update the global position of the Sprite So you end up at (2, 6, 4). x that adds physics interpolation, which is great, but it's clunky to have to introduce another node for every visual For future searchers, if anyone can get OS mouse passthrough working in Godot 4. So every node should check it or should there be one node that get info over witch node mouse is and then call its method to change it. A community for discussion and support in development with the Godot game engine. The docs are your friend 😄 There is look_at() function that turns an object to face another, or your mouse, it's covered in one of the examples on that link. Written in GDScript. Haha I was an illustrator before I started to learn programming and migrated careers so I guess that helps! tldr; Lot's of white images synced through AnimatedSprites and AnimationPlayers, but if you want more details good luck with the wall of text below! Hi Im working on a simple 2D tank game and when I try to make the gun rotate towards mouse it does not point to the right direction. However depending on the exact effect you want, and how far the camera is from the model, it may not look good. When I click left mouse button, bullet is created and it spawns at player's global position but I can't figure out how to make that bullet fly towards the mouse position. x I'd happily be take a correction. However, I run into issues with the motion driven rotation. 1 and it looks and feels great. 1 when I use MOUSE_MODE_CONFINED. Hmm, there doesn't seem to be a focus category. Or check it out in the app stores TOPICS I want to know how to get mouse position, I used event. Open comment sort options Our first Godot game, 4+ years in the making, announce trailer (PC, PS5) and demo out! youtube As a reminder with Godot 0 and 0. Move_and_Slide is by far the best way I've found to achieve what I want, save that the mouse will slow down to a crawl, almost as though it's caught on something, then suddenly flick over to the other side of the circle without warning, then it'll snag again. I copied the code from FPS tutorial on the main Godot tutorial. sin(0) = 0; cos(0) = 1; (1 * IMPULSE_MAGNITUDE; 0) will go right if IMPULSE_MAGNITUDE is positive. I am finding a lot of grid based movement tutorials using the arrow keys to move, but very few using the mouse. 1 Since look_at() uses -Z axis to point at a target, if the 3D model in the editor viewport was looking in the direction of global x-axis and angle of 0 (i. First remember that target. project_ray_normal—but I'm wondering if there's a method of raycasting that's viable without using these methods. rotation_degrees = rad2deg(atan2(get_global_mouse_position(). A question about projecting mouse cursor onto 3D environment with project_ray_origin() Hi! I have a 3D top-down shooter, and I need to project mouse cursor onto 3D environment to find out it's position in 3D world. Then the bullet fires at the same angle as my sprite. relative values to those (also clamping the pitch between -PI/2 and PI/2). Unity is the ultimate entertainment development platform. So facing away or toward the camera is simple as I only need to check the . 3 cam. y. I've been looking up transforms and I'm beginning to make sense Get the Reddit app Scan this QR code to download the app now. That's where my shooting code starts. The solution is to put the sprite on the right side of the character. The latter allow us to create custom actions assigned to specific keys, joypad buttons, and Something like on rotation start (mouse button down or w/e), project mouse position to get rotation point, then rotate around rotation point as mouse moves. Hello, I am trying to make it so that I can move a player sprite and shoot in the direction the player is facing. /r/StableDiffusion is back open after the protest of Reddit killing open API access, which will bankrupt app developers, hamper Having a little trouble with the mouse enter/exit signal. 6, and have run into a bug where the mouse pointer gets stuck in the middle of the editor window. Our first Godot game, 4+ years in Get the Reddit app Scan this QR code to download the app now. The mouse will be hidden and its position locked at the center of the screen. 0 to 4. It does, in C# at least, after I added it in 3. Mouse look is done like this func _input(ie): if ie. All the tutorials I see are using the mouse to determine where to shoot or rotating the sprite and getting its rotation to see where to shoot from, however I dont want to rotate the sprite as it warps it and it looks weird. x)) however, this doesn't seem to work properly, and instead only moves slightly Get the Reddit app Scan this QR code to download the app now. Hey everyone, I am new to programing and am trying to break down the mechanics of my goal game into manageable chunks. I would like it so when I click the mouse the character will face the mouse position by changing the sprite. y = get_global_mouse_position(). Or check it out in the app stores Why is this mouse movement so weird? If i look up or down, the camera is going back or forward in a non-natural way. When you use global_position you get coordinates in world space. godot upvotes r/godot. Hello godot community, I was wondering if anyone could help me with trying to flip a sprite based on the location of the players cursor. Reply reply More replies 185K subscribers in the godot community. 0 Hello. 2 Get the Reddit app Scan this QR code to download the app now. to_local() in gdscript) function on your tilemap to get the position relative to the tilemap. This is because there is no collider I can check the group of. ) I try to look if the hit location is in the group "shootable". Global mouse position would need to be updated every physics process frame. You only need input_event signal. r/AsheronsCall. gd: func handle_looking(delta : float, mouse_delta : Vector2) -> void: camera. What I am doing (or at least what I was trying to do) is creating a plane with normal vector in (negative)Z direction and at the origin, shooting a ray from the camera towards the mouse pointer and intersecting that plane to find the point "under the cursor" at Z=0. This solution works great on a Windows build, but doesn't work well on HTML. I tried googling a bunch online and reading documentation but I just don't understand. God bless you, friend, that's really close to what I'm looking for! I almost figured out the equation needed for it to zoom properly (it should zoom so that the mouse stays at a constant point, kinda like this [please excuse the shitty drawing], where M is the point where the mouse is and K is the camera's center), and your input really helped me in making it simpler, I forgot how robust The official subreddit for the Godot Engine. The child marker will rotate around it. Dev snapshot: Godot 4. I'm trying to get the mouse position in Godot Ver 4. You do not need to track mouse enter and leave for a RTE/RPG style click to walk character to that location. I want to change node texture when mouse will be hovering over. Use Camera3D. If you don't put the decimal point in the Achieving better mouse input in Godot 4: The perfect camera controller - Input accumulation, mouse events, raw data, stretch independent sensitivity and why you never multiply mouse input by delta - by Yo Soy Freeman Made a watchtower asset and it looks quite nice in Godot 👌 Godot 4 terrible mobille performance The official subreddit for the Godot Engine. my goal is on mouse click get mouse position and cast ray into these coord. My game is a 2D shooter and I'm using Godot 4. Hi. set_rotation_deg(Vector3(rad2deg(-mouse_pos. I think I need to do some tutorials in godot 4 to understand what I am doing, because tutorials from earlier versions seem useless Yes I have the laser already thank you :) I mean when you move your mouse the sprite changes on the character to face it. MOUSE_MODE_VISIBLE, but this don't disabled the cursor, only hidden or make visibile I tried with Input. metarig. Negative values are the background, positive values are the foreground. y) / 100, 0, 0)) set_rotation_deg(Vector3(0, rad2deg(-mouse_pos. mouse_position = get_global_mouse_position(). x and 4. Or check it out in the app stores How do i make a RigidBody always point towards the mouse and not act like a hovercraft, im using look_at(get_global_mouse_position) but the body slides towards the edge that is closest to the ground, i want it to stand on its own so if i rotated Hi there, I'm playing with godot and wanted to make a Top down 2d Helicopter move, I got the look at mouse to work, I used it to move Forward and Backward with W and S but can't make it to move sideways in relation to the mouse position. I'm new in Godot and on this reddit. If anyone here played Warframe i'm looking exactly for something like the Bullet Jump or Androxus move skill from Paladins. Meaning - if mouse is pointing to the right of the player, and I press left to walk left, the character will walk backwards while looking at the mouse. MOUSE_MODE_CONFINED = 3 --- Makes the mouse cursor visible but confines it to the game window. - TheHyper-Dev/Godot-4-S Godot has a really powerful input system which works via input events and an input singleton in conjunction with an input map. the reason i want the raycast to follow the crosshair is because the cast gives the bullets the direction, and i'm making the viewmodels look_at the raycast collision_point So I want to make an axe as a weapon, and I want it to rotate based on the player's mouse position. It didn't quite work like that though, it would teleport once. position - current_position is nothing more than a velocity vector i. tv humblebundle. But you may want it if you want to highlight your units/characters as soon as cursor is over them. Or check it out in the app stores I'm fairly new to Godot and I'm trying to figure out how to get a spatial look at the mouse position from any given position of the screen. In my implementation of cam shake, whenever the camera shaking the player can't look up/down but can look left/right. The relevant bit is the variable MOUSE_SENSITIVITY and where it is used, namely in the call to rotate_y() and rotate_x(). The basic from your looking for is a Vector toward the thing your looking at. tech support - open const JUMP_VELOCITY = 4. get_vector(): Here's the method in 4. I'm new to godot and was wondering why this look_at() function seems to change behaviors when used directly on the CharacterBody2D versus being called as Probably overkill on all, but if there is a control covering your "playing field" then that should be set to pass to avoid problems. Migrating Animations from Godot 4. 2. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. y, delta) rotation. 0 specifically) to make a basic adventure/RPG game. I'm trying pretty hard to keep my node coupling to a minimum. Or check it out in the app stores im having trouble clamping the camera so the player can only look up by 90 degrees and down by - 90 degrees. Anyone have any ideas why this is happening? In player. Been a little while since I've There doesn't appear to be too many of us :D Reply reply Godot 4 self. To see whether a card is being hovered, each card has a CollisionShape2D and checks if the mouse entered it. Instead you may want to project the mouse position onto a plane parallel to the camera that intersects the model's position. It has basic movement (ASDW), mouse to look around, and jumping. I am essentially looking for a smooth look_at() function, so I can get the player to aim a gun smoothly where the mouse is pointing. Uses a single script with a single Camera node, that's it. Now, as expected, the mouse is locked and invisible in the center of the screen. , they fall in Cartesian quadrant I). GameMaker Studio is designed to make developing games fun and easy. origin" instead of "target. Which is very fortunate that Godot 4 supports multi-window. /r/StableDiffusion is back open after the protest of Reddit killing open API access, which will bankrupt app developers, hamper moderation, and exclude To post code on Reddit, first make a code block, then click into the code block, then paste your code. Then in _process set the camera. y,get_global_mouse_position(). 3D movement is very jittery, even with 60 physics FPS and 60+ visual FPS. So I'm making an fps of sorts, and of course I want to be able to look with the mouse without the cursor leaving the window. 3 Get the Reddit app Scan this QR code to download the app now So no, it's not an external issue. However: When the raycast doesn't hit anything (collider = null), Godot stops. Working on an oldschool 3D platformer (Godot 4. 3 :) I'm a C# programmer, I used some Unity in the past yes, but that wasn't the problem, Vector3. 3 How can I make the mouse look movement feel more native when emulating the thumbstick using the mouse? can i make the raycast i'm using point towards the mouse's exact position on the screen? the crosshair already does this, but it's a 2D element after all, it was real easy. Or check it out in the app stores Migrating Animations from Godot 4. MOUSE_MODE_CONFINED_HIDDEN and Input. This is the problem area (or so I think) - Ive setup a hotkey in my project settings input mapping to be dash on the Control key. qrcl zlsqpnd prpiwsm dqdshqy xetdbx iuuxo vtxin xkpuyndn kaprzw cpdhd