Godot 4 mouse look reddit. However, I run into issues with the motion driven rotation.

Godot 4 mouse look reddit Or check it out in the app stores ("move_left" and "move_right") - I'm guessing those are existing keyboard controls. It looks like it stopped working in Godot 3. The mouse will be hidden and its position locked at the center of the screen. Given this, it is likely the Viewport actually triggers the call. /r/StableDiffusion is back open after the protest of Reddit killing open API access, which will bankrupt app developers, hamper moderation, and exclude blind users from the site Having a little trouble with the mouse enter/exit signal. (global_mouse_position seems to somewhat work but its off by quite a bit) This is the scene, everything's rotation is 0 degrees apart from the sprite named I am using Godot 4. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and jump to content. But it also can't be moved for input anymore. Godot 4. org The official subreddit for the Godot Engine. New comments cannot be posted. I'm fairly new to Godot and currently working on a top-down shooter game. edit 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. I'm not sure which godot version you're using, but you'll want to use Input. So far the only way I can seem to get mouse positioning in 3D is by making an _input_event function that lets me get pos. The relevant bit is the variable MOUSE_SENSITIVITY and where it is used, namely in the call to rotate_y() and rotate_x(). Position = Camera. x I'd happily be Throughout the whole process of developing the game there was a reccuring problem: Godot seems to detect one mouse click as more than one. ToLocal() (I think it is . 2. Camera. 0 C# How to zoom Camera3D to the mouse cursor As the title says I've been having trouble getting my camera zoom to work the way I want it. My game is a 2D shooter and I'm using Godot 4. On HTML the mouse hover isn't refreshed and, in fact, you'll lose any custom cursor until the mouse moves again. Basically creating an angle from two Vector2 points, one at the gun and one at the mouse. my goal is on mouse click get mouse position and cast ray into these coord. When you use global_position you get coordinates in world space. How to 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 The official subreddit for the Godot Engine. 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. When it touches the ground (using layers might be a must), you get the world 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. 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 struggling with a shooting system. 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. sin(0) = 0; cos(0) = 1; (1 * IMPULSE_MAGNITUDE; 0) will go right if IMPULSE_MAGNITUDE is positive. 0 months later. 3 beta 1 Get the Reddit app Scan this QR code to download the app now. - TheHyper-Dev/Godot-4-S The official subreddit for the Godot Engine. x and 4. From clear frame dependent input because the wrong use of Delta, to the infamous problem of your mouse sensitivity After a long 7 minutes of video, I can see what you mean. But you may want it if you want to highlight your units/characters as soon as cursor is over them. I'm trying to make a small KinematicBody2D move around inside a circle using the mouse. godot upvotes r/godot. Anyone have any ideas why this is happening? In player. Now in script just To post code on Reddit, first make a code block, then click into the code block, then paste your code. 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 hello everyone, so in my 2D top down controller i made player look at mouse direction with look_at() and used control and signals to make this a little better but still not what i want, my problem is i want a smooth rotation, like i don't want sprite to turn 180 degrees suddenly, here is my code: . Basic First Person Controller v2 - Godot 4 self. I want to change node texture when mouse will be hovering over. Members Online. MOUSE_MODE_CONFINED_HIDDEN and Input. to_local() in gdscript) function on your tilemap to get the position relative to the tilemap. Or check it out in the app stores &nbsp; I have a simple code to make the model face the mouse cursor using look_at(). x)) however, this doesn't seem to work properly, and instead only moves slightly True. Or check it out in the app stores &nbsp; help with mouse look toogle for a new player Discrete_carry Blend Mode in Godot 4 / Spriteframe Interpolation upvote r/AsheronsCall. But because the cards are overlapping in the player's hand, sometimes I hover over two cards at once. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects Get the Reddit app Scan this QR code to download the app now. Global mouse position would need to be updated every physics process frame. my subreddits. I want to make an eyeball with a pupil that stares at the mouse. 5 onward. MOUSE_MODE_VISIBLE, but this don't disabled the cursor, only hidden or make visibile I tried with Input. View community ranking In the Top 1% of largest communities on Reddit. To get this, you would need to take your position, whether mouse or character, use the . 1 when I use MOUSE_MODE_CONFINED. I can't figure out how to get the signal to emit if it is a mouse click OR spacebar press. You can either get that information from the _input(event) or _unhandled_input(event Get the Reddit app Scan this QR code to download the app now. window_position + get_global_mouse_position During the stab and the retreat, I was able to use look_at() and get the result i wanted. There is not high demand for the feature. First, the global mouse coordinates are relative to the CanvasLayer origin. It's ok if I need some parameters from camera's current position and rotation. 0 are not exactly the same number. I am using a rigid body as my player and I want to always point it towards the mouse pointer, but when I use the look_at() function collisions with static + kinematic bodies get buggy. RIGHT. 1 Question I have a Node2D called StickAbility which has the below code: func _process(delta): look_at(get_global_mouse_position(). r/AsheronsCall. (OS. PROGRESS REPORT: Migrating Animations from Godot 4. The mouse cursor constantly moves a bit away from the player, the mouse moves way too abruptly when I move it to the current position when the mouse is near the player. try to look for something similar it's probably renamed to something else. e. Changing the hover stylebox won't change the 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 The official subreddit for the Godot Engine. The official subreddit for the Godot Engine. look(look_sens, mouse_delta. Or check it out in the app stores Godot 4, my character moves when I look around . If your camera is first person and you simply want the player to be able to pick-up anything theyre looking at, alls you have to do is make the raycast a child of camera. Or check it out in the app stores &nbsp; &nbsp; TOPICS mouse_entered() signal on Area2D not working properly, LOOK AT THE OUTPUT CONSOLE to see that it does not correctly detect when the mouse enters it. project_ray_origin and Camera3D. Considering the amount of people using the engine every day, there might already be a solution thread for you They're way simpler than they look too. 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. 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. You only need input_event signal. 3 beta 1 The official subreddit for the Godot Engine. I am using canvaslayers to parallax the scene with "0" being the center, where the player interacts with things. I've found that there's an addon for 3. (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 Well, Godot 3 has been available for a lot longer. relative, since it is tied to the framerate of the game? 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 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. 1. That way your animation will always look good and how you designed them in e. Unfortunately there seems to be a weird visual bug where it seems to duplicate itself and morph, its hard to explain but it kinda Get the Reddit app Scan this QR code to download the app now. CanvasItem is the base class for anything 2D, so all Control and Node2D nodes. transform. Here is the code I have for both the player and the bullet. 1 Veris Question I just wanted to make the FPS first person camera with Mouse Look, so I did exact followed this Youtuber’s instructions, but the Godot 4. (3D) How do I get mouse position in _fixed_process function? for mouse look in first person. 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. But this doesn't work during the hold, because if I lay the mouse on the player, the spear won't point outward anymore. Is there a way to use a standard control like a TextureButton but have it using the modified mouse coordinates ? The official subreddit for the Godot Engine. I am finding a lot of grid based movement tutorials using the arrow keys to move, but very few using the mouse. You cast a ray from the camera to the mouse location in the screen. Maybe i just missed something. I'm trying to some arm sprites to aim at the mouse, and whilst I've got the relative mouse position worked out (0,0 returns when the mouse is over the sprites anchor), I can't figure out how to then get the sprite to look at the mouse - instead it either spins wildly or is looking the wrong direction. I have tried experimenting with the lerp() math As a long time Godot user I often see issues related with mouse input in games, tutorials, and demos. 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 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! 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. origin" instead of "target. 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 Godot 4. Here is some code I just whipped up to give you an idea. Vector2. 25 # Get the gravity from the project settings to be synced with RigidBody nodes. It has basic movement (ASDW), mouse to look around, and jumping. This is because there is no collider I can check the group of. Note: In Godot 4, OS functions related to window management were moved to the DisplayServer singleton. Uses a single script with a single Camera node, that&#39;s it. If you are looking for a very specific problem the results will be dominated by Godot 3 for a while. global_transform. This current project is a Hotline Miami clone with AI that uses Astar pathfinding in a Tilemap. Try to look up some tutorials on Youtube and this subreddit. dot(Vector2. Or check it out in the app stores Basically, instead of a look_at(get_global_mouse_position()) mouselook technique I just want the player to look at where the 2nd joystick is Hello. 0, which does not support them, so they won't work on mobile. If you don't put the decimal point in the I may be missing something, but it doesn't look like Mouse Click event passthrough to the Operating System (especially Windows) works in Godot 4. 1 in a 3D project. Player should be able to swipe/scroll up/down so she can look at any part of the image Any objects in the game area should ofcourse move along Get the Reddit app Scan this QR code to download the app now. BTW, I created this in Godot 3. GameMaker Studio is designed to make developing games fun and easy. Hey people I wonder how i can disabled and enable the mouse, I tried with Input. The 10 pixel or so gap in the middle will just act as a buffer, so even if your mouse is a few pixels behind the player, it will still face forward, and it keep the Transforms for what ever condition was triggered last and will completely bypass any 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 Hey everyone, I am new to programing and am trying to break down the mechanics of my goal game into manageable chunks. This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. When using the look_at() function, the bow is obviously off by about 45 degrees as the right hand side of the sprite is what points at the mouse. direct_space_state then you can call intersect_point on that (Godot 3, probably very similar on 4). For both I am using the "Look at" function to just set the rotation to the given direction. I'm trying to get the mouse position in Godot Ver 4. Migrating Animations from Godot 4. 0 first, then ported it across to 4. However, the guy in the video seems to have multiple sprites, each Day-Night Cycle in Godot 4 and all I had to do is animate the rotation of the sun light, thank you sky shader. I'm trying pretty hard to keep my node coupling to a minimum. It seems he has an 8 directional sprite set up where I only have 4 way cardinal direction. The look at function specifies that the operations take place in global space and therefore you most likely need to use "target. LEFT. heres the camera code and any help would be greatly appreciated: Our first Godot game, 4+ years in the making, announce So I have levels built tile map made inventory system skills done . It happens to me in Godot 4. just mouse over the nodes in the scene outliner to see them in the tooltip. 0. x Here's the method in 3. Reply reply More replies. 5 const mouse_sens = 0. x to view_pitch and the character Y 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. 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 This solution works great on a Windows build, but doesn't work well on HTML. Which means you can use this method on all of those nodes, but not in CanvasLayer. r/qtile • someone knows how to start qtile with environment variables? example LIBGL_ALWAYS_SOFTWARE=1 Do not connect to signals mouse_entered and mouse_exited except you want something to happen there. I actually have the opposite experience: I am amazed how many resources are already available for Godot 4 considering the official release date was earlier this year. pos, but it seems like global coordinates or something. relative values to those (also clamping the pitch between -PI/2 and PI/2). I've looked around (i. UP) == Vector2. there's a bunch of comments on the nodes to explain things about how this is setup. MOUSE_MODE_CONFINED = 3 --- Makes the mouse cursor visible but confines it to the game window. However this does not A community for discussion and support in development with the Godot game engine. My journey is kinda crazy. Then in _process set the camera. Written in GDScript. I just want to click on an Area2D but it doesn't seem to register the clicks when I have the mouse mode set to captured. origin" in your look at call. My player's node is CharacterBody2D and my bullet is an Area2D node. 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. I know I can raycast using Camera3D. To display text or do different things I used some Area2Ds and for my text system I used Godot Version 4. Or check it out in the app stores &nbsp; &nbsp; TOPICS I want to know how to get mouse position, I used event. In MOUSE_MODE_CAPTURED the mouse should be hidden automatically. 0 Probably overkill on all, but if there is a control covering your "playing field" then that should be set to pass to avoid problems. Godot Version 4. y, delta) rotation. UP) the Node2D that should look at the global mouse position moves. y -= mouse_delta. Issues with making the player look around They should have their mouse mode set to ignore. 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. Can't get position of mouse in world space when using CanvasLayer (Godot 4. Mouse movement that ISN'T tied to framerate Is there any way to achieve a 3D mouse look without using event. /r/GuildWars2 is the primary community for Guild Wars 2 on Reddit. I would like it so when I click the mouse the character will face the mouse position by changing the sprite. A community for discussion and support in development with the Godot game engine. rotation_degrees = rad2deg(atan2(get_global_mouse_position(). Or check it out in the app stores &nbsp; &nbsp; TOPICS A community for discussion and support in development with the Godot game engine. relative, since it is tied to the framerate of the game? The official subreddit for the Godot Engine. Or check it out in the app stores &nbsp; &nbsp; 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 This time, It is working in a flawed way. A simple FPS Mouse Look script for Godot 4+ that is extendable and doesn&#39;t overcomplicate things. Also, there seems to be a growing " invisible circle " around the player where the cursor just can't be and then moves away very fast. angle() # Might need to add + PI / 2 here. 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. x that adds physics interpolation, which is great, but it's clunky to have to introduce another node for every visual I'm creating educational projects in Godot 4 to get ready for the stable release in time. Or check it out in the app stores &nbsp; apparently the Mouse Wheel Up/Down only have a released event -- you can use: if Input. 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. When my player walks forward (Vector2. However: When the raycast doesn't hit anything (collider = null), Godot stops. You do not need to track mouse enter and leave for a RTE/RPG style click to walk character to that location. note: this produces a single pixel outline based on the viewport texture alpha channel, but the screen space shader could do a number of other things like screen a color over the chosen objects or create a glow or haze effect. 1 (Godot 4 - help needed) treat spacebar like left mouse button if I hover the mouse over the mesh and press the spacebar, nothing happens. 0 beta 3) I'm using GetLocalMousePosition to get the position of the mouse in the world, relative to a node called Map. UP) The dot product effectively projects one vector onto another and returns the length of the vector to that projected point on the first vector. CanvasLayer is only responsible for a particular way of sorting of CanvasItems in Layers. I’ve finally received the Mouse Look, however, with crouching my player goes through the floor. Player. tech support - open const JUMP_VELOCITY = 4. g. MOUSE_MODE_CAPTURE, but nothing of this works correctly My solution was use 2 properties 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. hover only happens iirc when you are using the mouse, while focus happens whenever the control gains focus, by clicking on it or navigating to it with arrow keys or if it calls grab_focus, etc. As you can see in the video, the arm of the player looks at the mouse cursor correctly but when the player turns left, the end of So I'm pretty new to Godot and was trying to make a first person game, so I copy pasted some code from a tutorial. According to the API docs it is the same for Godot 3. I'm new in Godot and on this reddit. I know you can apply torque to rotate rigid bodies but I am unsure how I can constantly point towards the mouse with it. Is there any way to achieve a 3D mouse look without using event. It I'm making a card game. 0, the plan is to create compute shaders that do a similar functions, but merging this for 3. To see whether a card is being hovered, each card has a CollisionShape2D and checks if the mouse entered it. This works well — every time a movement vector is needed it's polled. 3 How can I make the mouse look movement feel more native when emulating the thumbstick using the mouse? I'm using the look_at function using the global mouse position however, it seems to be offset for some reason. Yes I have the laser already thank you :) I mean when you move your mouse the sprite changes on the character to face it. position). get_vector(): Here's the method in 4. 2 beta 4 godotengine. When they release the button and Godot has a really powerful input system which works via input events and an input singleton in conjunction with an input map. We are currently private in protest of Reddit's poor management and decisions related to third party platforms and content management. So I thought if I do look_at() and then just add 45 degrees to the rotation it would line up. ) I try to look if the hit location is in the group "shootable". To start here is my tree: So I want to make an axe as a weapon, and I want it to rotate based on the player's mouse position. You'll find a few different approaches, pick one that fits your project best. 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. Reply ChillChara Because of this, you shouldn't rely on the gun's global rotation and instead look at the rotation relative to the mouse. . But I am struggling to figure out a point and click movement in a grid pattern like you see in To make a sprite "look" where the mouse is: sprite. If you want to get the mouse input, you need to do something different. Help Dev snapshot: Godot 4. In my implementation of cam shake, whenever the camera shaking the player can't look up/down but can look left/right. Look at the fps tutorial. itch. 4 and Godot 4. I tried using self. I find from many tutorials and google searches that I want to use MOUSE_MODE_CAPTURED. Movement works great point and click. It does not work like that 1:1 anymore in Godot 4 I'm making a thing where windows fly all around your desktop haphazardly but the mouse passthrough checkbox does nothing and it seems like all the code that could do this manually has become deprecated and now I am a big sad :( The Home of For Honor on Reddit! For Honor is a Third-Person Fighting Game, developed and published by Ubisoft for The official subreddit for the Godot Engine. Hello, thanks i just tested it out and changed the "look_at(get_global_mouse_position())" to now "look_at(get_local_mouse_position())". If anyone can suggest where I might need to look (code issues/engine settings), that would be great. look_at(global_mouse_position) in u/KamikazeCoPilot Migrating Animations from Godot 4. io/jet-boy Look at how the cursor moves pixely. It's undoubtedly less optimized to do it that way, but I found so many edge cases for the mouse Get the Reddit app Scan this QR code to download the app now. '90s' Test Scene for Point N' Click in Godot 4 0:12 Note: Reddit is dying due to terrible leadership from CEO The same behavior happens when I make it look at the mouse instead. MOUSE_MODE_CAPTURED = 2 --- Captures the mouse. The pupil is a separate sprite from the rest of the body. x seems to be the last time it was working. x that adds physics interpolation, which is great, but it's clunky to have to introduce another node for every visual When using the look_at() function, the bow is obviously off by about 45 degrees as the right hand side of the sprite is what points at the mouse. is_action_just_released("MWU"): Our first Godot game, 4+ years in the making, announce trailer (PC, PS5) and demo out! 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. 4 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. For future searchers, if anyone can get OS mouse passthrough working in Godot 4. 3 Rigidbody (3d) look at mouse position on just Y axis upvotes Top Posts Reddit (µ/ý XôG ª ºV2°ŠŠF 8@KÚ"²iQ©Y¹»ÌÞµá Ô¦XÍ´j wûe Tg« æ=Î ã ý Ÿ \u W P yýÀN* hPLD@WD 4 ˆ ÀÖø‘ë7£d=AéšÒª‘(l,Žâ‹%J_”¬Â[æöE8Êëg¶K£øô zm ¡Æw¦à¼êu¡ êç ›Cƒ³ôP#£äJŸPg ì4z½™Œ[ V=A ŽòOß³êIîkh ŒÅÑ NÅú½ã†¦îí;Æ]nßBûÔ £8´Ü}¿ú¹9Hà´ÊA ‡jpà8¥¼Á £üÅ~:¥Ü £DŽ™®¤‹rP¹ ° ˆ#ê Get the Reddit app Scan this QR code to download the app now. Sprite isn't looking at mouse cursor position I am having trouble getting the sprite to look at mouse cursor when the character turns left. 3 Sure, sounds good, the way you implement that would be if mouse pos < player pos - 5, flip, Else if mouse pos > player pos + 5, don't flip. extends CharacterBody2D @export var speed = 400 var look = true func 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. I've made a tutorial on creating When I look at the engine source code, it seems like the _gui_input(event) callback is the one that actually triggers the dragging logic in ScrollContainer. ) 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 146K subscribers in the godot community. I don't rly know what's the difference here with godot 4. The problem exists in both versions of Godot. 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. Any ideas how? View community ranking In the Top 1% of largest communities on Reddit. Even though I So in Godot's 2D movement overview page it shows a snippet of code where Input is polled on each physics update. x * look_sens * delta View community ranking In the Top 1% of largest communities on Reddit. To subtract the damage (and for hitmarkers, etc. ⚖️ CC0 License 🔗 https: I'm diving in to Godot 4 and this project is how I will start my simple FPS. Or check it out in the app stores &nbsp; &nbsp; 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 . Or check it out in the app stores &nbsp; Migrating Animations from Godot 4. EDIT 2 SOLVED using "look_at(to_global(mouse_position_local))" . Get the Reddit app Scan this QR code to download the app now So no, it's not an external issue. gd However how I managed something similar is to think about a circle around the player. 3 Get the Reddit app Scan this QR code to download the app now. If I peek over at Control, all it does is define a gui_input signal and a _gui_input virtual method, to be overridden by others. 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. However, I run into issues with the motion driven rotation. . Now, as expected, the mouse is locked and invisible in the center of the screen. Or check it out in the app stores &nbsp; 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 I am creating a 3D art gallery which will operate similar to a FPS game, where the mouse gives you the direction you look. searched Google and here), but I cannot see a guide for capturing the mouse when I export using WebGL. rotated(PI/2)) This node is attached as a child to a CharacterBody2D called Player. 2 vers alarmed me that some red bar is incorrect. I think focus_entered probably is working correctly, the reason you are seeing this behavior is because focus and hover are not the same. Or check it out in the app stores &nbsp; im having trouble clamping the camera so the player can only look up by 90 degrees and down by - 90 degrees. 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. 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). The issue is clear though: this does not only apply to unhandled input. Or check it out in the app stores Home look_at(get_global_mouse_position()) not working correctly. x branch does not make much sense if it's going to be removed in 4. 0 to 4. Godot uses OpenGL ES 3. zandr0id That's actually a goal in the long run, setting the look target with the mouse position then rotating the character, but I'm just not getting 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. DEV SNAPSHOT: Godot 4. I tried googling a bunch online and reading documentation but I just don't understand. r/godot. But for your example, it'll be ever so slightly more complicated since it seems like you want the raycast to follow the mouse position! Title. Rev hub imu DEV SNAPSHOT: Godot 4. Thanks for help, I need it :) 3D movement is very jittery, even with 60 physics FPS and 60+ visual FPS. A Community for the people of Hey all, I was wondering if someone could help me figure out this issue. Position * zoomFactor works great when I want to zoom in towards the center of the scene that the camera node is a child to but I want the camera to be completely freeform. Here is what I am doing at the moment - I have a script in my primary node which has this: Get the Reddit app Scan this QR code to download the app now. Negative values are the background, positive values are the foreground. 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'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. I'm calling the function from inside Map's _Process. Locked post. Weapon follow mouse like Archvale it's probably for godot 3. Device that in to 4 sections off set by X degrees so the rotation looks correct. This is a position that is not where your object is, so you need to take the difference. gd: func handle_looking(delta : float, mouse_delta : Vector2) -> void: camera. y,get_global_mouse_position(). I'm trying to set up first person mouse look and can't really find anything to guide me in it. Get the Reddit app Scan this QR code to download the app now. 3 about the latest news! 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 As a reminder with Godot 0 and 0. I’ve looked back at the Gscript and when I move my mouse, it’s There are two distinct problems you need to solve. Hi. For my game I used get_world_2d(). project_ray_normal—but I'm wondering if there's a method of raycasting that's viable without using these methods. rotation = (get_global_mouse_position() - sprite. 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 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! The official subreddit for the Godot Engine. So basically the UFO object or texture or what ever is replacing the mouse cursor, but I can't seem to find the right words for it to find 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. Blender with no eyes falling from the head or rotating inward or other potential bugs that come with inverse kinematics or manual bone transform changes, and also cost way less performance each frame than those. Screen space and world space aren't equivalent. Character and animations set up. MOUSE_MODE_HIDDEN = 1 --- Makes the mouse cursor hidden if it is visible. Try putting the scaling multiplier on global_mouse_position just before rotator_object. 3. Here's the hierarchy: DEV SNAPSHOT: Godot 4. rotation. Or check it out in the app stores &nbsp; 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. any help? How to mask a Sprite That seems correct. Then have the player look at the mouse and the rotation of the animations correlate with the degrees that the mouse is The problem is that mouse cursor coordinate is in screen space and I have to map it back to the 384x224 world. The latter allow us to create custom actions assigned to specific keys, joypad buttons, and The official subreddit for the Godot Engine. 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 a reference to a Sprite2D. I have some code, but it works really wonky, turning around to the wrong directions and most of the time not turning altogether. The title, I'm trying to make an object rotate towards mouse, but limited only to 4 directions. ktamo kzqd tqk qnhvu zoobev tcbct vqgg vtug nxts plpm