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CharacterBody3D

Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object

A 3D physics body specialized for characters moved by script.

Description

CharacterBody3D is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection (move_and_slide method) in addition to the general collision detection provided by PhysicsBody3D.move_and_collide. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.

For game objects that don't require complex movement or collision detection, such as moving platforms, AnimatableBody3D is simpler to configure.

Tutorials

Properties

bool

floor_block_on_wall

true

bool

floor_constant_speed

false

float

floor_max_angle

0.785398

float

floor_snap_length

0.1

bool

floor_stop_on_slope

true

int

max_slides

6

MotionMode

motion_mode

0

int

platform_floor_layers

4294967295

PlatformOnLeave

platform_on_leave

0

int

platform_wall_layers

0

float

safe_margin

0.001

bool

slide_on_ceiling

true

Vector3

up_direction

Vector3(0, 1, 0)

Vector3

velocity

Vector3(0, 0, 0)

float

wall_min_slide_angle

0.261799

Methods

void

apply_floor_snap ( )

float

get_floor_angle ( Vector3 up_direction=Vector3(0, 1, 0) ) const

Vector3

get_floor_normal ( ) const

Vector3

get_last_motion ( ) const

KinematicCollision3D

get_last_slide_collision ( )

Vector3

get_platform_angular_velocity ( ) const

Vector3

get_platform_velocity ( ) const

Vector3

get_position_delta ( ) const

Vector3

get_real_velocity ( ) const

KinematicCollision3D

get_slide_collision ( int slide_idx )

int

get_slide_collision_count ( ) const

Vector3

get_wall_normal ( ) const

bool

is_on_ceiling ( ) const

bool

is_on_ceiling_only ( ) const

bool

is_on_floor ( ) const

bool

is_on_floor_only ( ) const

bool

is_on_wall ( ) const

bool

is_on_wall_only ( ) const

bool

move_and_slide ( )


Enumerations

enum MotionMode:

MotionMode MOTION_MODE_GROUNDED = 0

Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.

MotionMode MOTION_MODE_FLOATING = 1

Apply when there is no notion of floor or ceiling. All collisions will be reported as on_wall. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.


enum PlatformOnLeave:

PlatformOnLeave PLATFORM_ON_LEAVE_ADD_VELOCITY = 0

Add the last platform velocity to the velocity when you leave a moving platform.

PlatformOnLeave PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY = 1

Add the last platform velocity to the velocity when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.

PlatformOnLeave PLATFORM_ON_LEAVE_DO_NOTHING = 2

Do nothing when leaving a platform.


Property Descriptions

bool floor_block_on_wall = true

  • void set_floor_block_on_wall_enabled ( bool value )

  • bool is_floor_block_on_wall_enabled ( )

If true, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.


bool floor_constant_speed = false

  • void set_floor_constant_speed_enabled ( bool value )

  • bool is_floor_constant_speed_enabled ( )

If false (by default), the body will move faster on downward slopes and slower on upward slopes.

If true, the body will always move at the same speed on the ground no matter the slope. Note that you need to use floor_snap_length to stick along a downward slope at constant speed.


float floor_max_angle = 0.785398

  • void set_floor_max_angle ( float value )

  • float get_floor_max_angle ( )

Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling move_and_slide. The default value equals 45 degrees.


float floor_snap_length = 0.1

  • void set_floor_snap_length ( float value )

  • float get_floor_snap_length ( )

Sets a snapping distance. When set to a value different from 0.0, the body is kept attached to slopes when calling move_and_slide. The snapping vector is determined by the given distance along the opposite direction of the up_direction.

As long as the snapping vector is in contact with the ground and the body moves against up_direction, the body will remain attached to the surface. Snapping is not applied if the body moves along up_direction, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use apply_floor_snap.


bool floor_stop_on_slope = true

  • void set_floor_stop_on_slope_enabled ( bool value )

  • bool is_floor_stop_on_slope_enabled ( )

If true, the body will not slide on slopes when calling move_and_slide when the body is standing still.

If false, the body will slide on floor's slopes when velocity applies a downward force.


int max_slides = 6

  • void set_max_slides ( int value )

  • int get_max_slides ( )

Maximum number of times the body can change direction before it stops when calling move_and_slide.


MotionMode motion_mode = 0

Sets the motion mode which defines the behavior of move_and_slide. See MotionMode constants for available modes.


int platform_floor_layers = 4294967295

  • void set_platform_floor_layers ( int value )

  • int get_platform_floor_layers ( )

Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the CharacterBody3D. By default, all floor bodies are detected and propagate their velocity.


PlatformOnLeave platform_on_leave = 0

Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See PlatformOnLeave constants for available behavior.


int platform_wall_layers = 0

  • void set_platform_wall_layers ( int value )

  • int get_platform_wall_layers ( )

Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the CharacterBody3D. By default, all wall bodies are ignored.


float safe_margin = 0.001

  • void set_safe_margin ( float value )

  • float get_safe_margin ( )

Extra margin used for collision recovery when calling move_and_slide.

If the body is at least this close to another body, it will consider them to be colliding and will be pushed awa