11 Commits
2.4 ... 2.5

6 changed files with 278 additions and 169 deletions

View File

@ -11,14 +11,16 @@ Some parts came from StayAtHomeDev's FPS tutorial. You can find that [here](http
Move with WASD, space to jump, shift to sprint, C to crouch.
**FEATURES:**
- In-air momentum
- Motion smoothing
- FOV smoothing
- Movement animations
- Crouching
- Sprinting
- 2 crosshairs/reticles, one is animated (more to come?)
- Controller/GamePad support (enabled through code, see wiki)
- Extremely configurable
- In-air momentum
- Motion smoothing
- FOV smoothing
- Movement animations
- Crouching
- Sprinting
- 2 crosshairs/reticles, one is animated (more to come?)
- Controller/GamePad support (enabled through code, see wiki)
- In-editor tools (enable editable children to use)
If you make a cool game with this addon, I would love to hear about it!
@ -54,3 +56,8 @@ Use the `change_reticle` function on the character.
- Remove the script from the reticle and create a new one. (for some reason you have to do this)
- Edit the reticle to your needs.
- Follow the "how to change reticles" directions to use it.
**How to use the editor tools:**
- Enable editable children on the `CharacterBody` node
- Use the options in the Properties tab to change things
- These changes apply in runtime as well

View File

@ -0,0 +1,48 @@
@tool
extends Node
# This module affects runtime nad
#TODO: Add descriptions
@export_category("Controller Editor Module")
@export var head_y_rotation : float = 0:
set(new_rotation):
head_y_rotation = new_rotation
HEAD.rotation.y = head_y_rotation
update_configuration_warnings()
@export_group("Nodes")
@export var CHARACTER : CharacterBody3D
@export var head_path : String = "Head" # From this nodes parent node
#@export var CAMERA : Camera3D
#@export var HEADBOB_ANIMATION : AnimationPlayer
#@export var JUMP_ANIMATION : AnimationPlayer
#@export var CROUCH_ANIMATION : AnimationPlayer
#@export var COLLISION_MESH : CollisionShape3D
var HEAD
func _ready():
HEAD = get_node("../" + head_path)
if Engine.is_editor_hint():
pass
else:
HEAD.rotation.y = head_y_rotation
func _process(delta):
if Engine.is_editor_hint():
pass
func _get_configuration_warnings():
var warnings = []
if head_y_rotation > 360:
warnings.append("The head rotation is greater than 360")
if head_y_rotation < 0:
warnings.append("The head rotation is less than 0")
# Returning an empty array gives no warnings
return warnings

View File

@ -1,7 +1,14 @@
# COPYRIGHT Colormatic Studios
# MIT licence
# Quality Godot First Person Controller v2
extends CharacterBody3D
# TODO: Add descriptions for each value
@export_category("Character")
@export var base_speed : float = 3.0
@export var sprint_speed : float = 6.0
@ -13,8 +20,6 @@ extends CharacterBody3D
@export var immobile : bool = false
@export_file var default_reticle
@export var initial_facing_direction : Vector3 = Vector3.ZERO
@export_group("Nodes")
@export var HEAD : Node3D
@export var CAMERA : Camera3D
@ -52,6 +57,9 @@ extends CharacterBody3D
@export var continuous_jumping : bool = true
@export var view_bobbing : bool = true
@export var jump_animation : bool = true
@export var pausing_enabled : bool = true
@export var gravity_enabled : bool = true
# Member variables
var speed : float = base_speed
@ -59,8 +67,9 @@ var current_speed : float = 0.0
# States: normal, crouching, sprinting
var state : String = "normal"
var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
var was_on_floor : bool = true
var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation)
# The reticle should always have a Control node as the root
var RETICLE : Control
# Get the gravity from the project settings to be synced with RigidBody nodes
@ -68,22 +77,52 @@ var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
#It is safe to comment this line if your game doesn't start with the mouse captured
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
# Set the camera rotation to whatever initial_facing_direction is
if initial_facing_direction:
HEAD.set_rotation_degrees(initial_facing_direction) # I don't want to be calling this function if the vector is zero
# If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head.
HEAD.rotation.y = rotation.y
rotation.y = 0
if default_reticle:
change_reticle(default_reticle)
# Reset the camera position
# If you want to change the default head height, change these animations.
HEADBOB_ANIMATION.play("RESET")
JUMP_ANIMATION.play("RESET")
CROUCH_ANIMATION.play("RESET")
check_controls()
func check_controls(): # If you add a control, you might want to add a check for it here.
if !InputMap.has_action(JUMP):
push_error("No control mapped for jumping. Please add an input map control. Disabling jump.")
jumping_enabled = false
if !InputMap.has_action(LEFT):
push_error("No control mapped for move left. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(RIGHT):
push_error("No control mapped for move right. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(FORWARD):
push_error("No control mapped for move forward. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(BACKWARD):
push_error("No control mapped for move backward. Please add an input map control. Disabling movement.")
immobile = true
if !InputMap.has_action(PAUSE):
push_error("No control mapped for move pause. Please add an input map control. Disabling pausing.")
pausing_enabled = false
if !InputMap.has_action(CROUCH):
push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.")
crouch_enabled = false
if !InputMap.has_action(SPRINT):
push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.")
sprint_enabled = false
func change_reticle(reticle):
func change_reticle(reticle): # Yup, this function is kinda strange
if RETICLE:
RETICLE.queue_free()
@ -93,6 +132,7 @@ func change_reticle(reticle):
func _physics_process(delta):
# Big thanks to github.com/LorenzoAncora for the concept of the improved debug values
current_speed = Vector3.ZERO.distance_to(get_real_velocity())
$UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1)
$UserInterface/DebugPanel.add_property("Target speed", speed, 2)
@ -107,47 +147,48 @@ func _physics_process(delta):
# Gravity
#gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code
if not is_on_floor():
if not is_on_floor() and gravity and gravity_enabled:
velocity.y -= gravity * delta
handle_jumping()
var input_dir = Vector2.ZERO
if !immobile:
if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player
input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD)
handle_movement(delta, input_dir)
# The player is not able to stand up if the ceiling is too low
low_ceiling = $CrouchCeilingDetection.is_colliding()
handle_state(input_dir)
if dynamic_fov:
if dynamic_fov: # This may be changed to an AnimationPlayer
update_camera_fov()
if view_bobbing:
headbob_animation(input_dir)
if jump_animation:
if !was_on_floor and is_on_floor(): # Just landed
match randi() % 2:
if !was_on_floor and is_on_floor(): # The player just landed
match randi() % 2: #TODO: Change this to detecting velocity direction
0:
JUMP_ANIMATION.play("land_left")
JUMP_ANIMATION.play("land_left", 0.25)
1:
JUMP_ANIMATION.play("land_right")
was_on_floor = is_on_floor() # This must always be at the end of physics_process
JUMP_ANIMATION.play("land_right", 0.25)
was_on_floor = is_on_floor() # This must always be at the end of physics_process
func handle_jumping():
if jumping_enabled:
if continuous_jumping:
if continuous_jumping: # Hold down the jump button
if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play("jump")
velocity.y += jump_velocity
JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly
else:
if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling:
if jump_animation:
JUMP_ANIMATION.play("jump")
JUMP_ANIMATION.play("jump", 0.25)
velocity.y += jump_velocity
@ -272,8 +313,9 @@ func headbob_animation(moving):
# This code is extremely performant but it makes no sense.
else:
HEADBOB_ANIMATION.play("RESET", 0.25)
HEADBOB_ANIMATION.speed_scale = 1
if HEADBOB_ANIMATION.is_playing():
HEADBOB_ANIMATION.play("RESET", 0.25)
HEADBOB_ANIMATION.speed_scale = 1
func _process(delta):
@ -283,11 +325,14 @@ func _process(delta):
status += " in the air"
$UserInterface/DebugPanel.add_property("State", status, 4)
if Input.is_action_just_pressed(PAUSE):
if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if pausing_enabled:
if Input.is_action_just_pressed(PAUSE):
match Input.mouse_mode:
Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))

View File

@ -1,6 +1,7 @@
[gd_scene load_steps=20 format=3 uid="uid://cc1m2a1obsyn4"]
[gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"]
[ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"]
[ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"]
[ext_resource type="Script" path="res://addons/fpc/debug.gd" id="3_x1wcc"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_kp17n"]
@ -13,70 +14,6 @@ material = SubResource("StandardMaterial3D_kp17n")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
[sub_resource type="Animation" id="Animation_5ec5e"]
resource_name = "crouch"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:scale")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Collision:scale")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Mesh:position")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Collision:position")
tracks/3/interp = 2
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("Head:position")
tracks/4/interp = 2
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
}
[sub_resource type="Animation" id="Animation_j8cx7"]
resource_name = "RESET"
length = 0.001
@ -141,6 +78,70 @@ tracks/4/keys = {
"values": [Vector3(0, 1.5, 0)]
}
[sub_resource type="Animation" id="Animation_5ec5e"]
resource_name = "crouch"
length = 0.2
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Mesh:scale")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Collision:scale")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(1, 1, 1), Vector3(1, 0.75, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Mesh:position")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
}
tracks/3/type = "value"
tracks/3/imported = false
tracks/3/enabled = true
tracks/3/path = NodePath("Collision:position")
tracks/3/interp = 2
tracks/3/loop_wrap = true
tracks/3/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1, 0), Vector3(0, 0.75, 0)]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("Head:position")
tracks/4/interp = 2
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
_data = {
"RESET": SubResource("Animation_j8cx7"),
@ -185,44 +186,6 @@ tracks/2/keys = {
"times": PackedFloat32Array(0)
}
[sub_resource type="Animation" id="Animation_lrqmv"]
resource_name = "walk"
length = 2.0
loop_mode = 1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/1/type = "bezier"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position:y")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/2/type = "bezier"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Camera:position:z")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="Animation" id="Animation_8ku67"]
resource_name = "sprint"
length = 2.0
@ -261,6 +224,44 @@ tracks/2/keys = {
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="Animation" id="Animation_lrqmv"]
resource_name = "walk"
length = 2.0
loop_mode = 1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:position:x")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 1, 0, 1, 0),
"points": PackedFloat32Array(0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, -0.04, -0.25, 0, 0.25, 0, 0, 0, 0, 0, 0, 0.04, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/1/type = "bezier"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position:y")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(-0.05, -0.25, 0, 0.2, 0.005, 0, -0.2, 0.000186046, 0.2, 0.000186046, -0.05, -0.2, 0.005, 0.2, 0.005, 0, -0.2, 0, 0.2, 0, -0.05, -0.2, 0.005, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
tracks/2/type = "bezier"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Camera:position:z")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0),
"times": PackedFloat32Array(0, 0.5, 1, 1.5, 2)
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_o0unb"]
_data = {
"RESET": SubResource("Animation_gh776"),
@ -311,34 +312,6 @@ tracks/0/keys = {
"values": [Vector3(0, 0, 0), Vector3(0.0349066, 0, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_vsknp"]
resource_name = "land_right"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_l1rph"]
resource_name = "land_left"
length = 1.5
@ -367,6 +340,34 @@ tracks/1/keys = {
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_vsknp"]
resource_name = "land_right"
length = 1.5
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Camera:rotation")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, -0.0174533), Vector3(0, 0, 0)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Camera:position")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.5, 1.5),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"]
_data = {
"RESET": SubResource("Animation_fvvjq"),
@ -455,3 +456,6 @@ layout_mode = 2
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("SphereShape3D_k4wwl")
target_position = Vector3(0, 0.5, 0)
[node name="EditorModule" type="Node" parent="."]
script = ExtResource("3_v3ckk")

View File

@ -5,11 +5,11 @@ func _process(delta):
if visible:
pass
func add_property(title : String, value, order : int):
func add_property(title : String, value, order : int): # This can either be called once for a static property or called every frame for a dynamic property
var target
target = $MarginContainer/VBoxContainer.find_child(title, true, false)
target = $MarginContainer/VBoxContainer.find_child(title, true, false) # I have no idea what true and false does here, the function should be more specific
if !target:
target = Label.new()
target = Label.new() # Debug lines are of type Label
$MarginContainer/VBoxContainer.add_child(target)
target.name = title
target.text = title + ": " + str(value)

View File

@ -65,6 +65,9 @@ uv1_triplanar_sharpness = 0.000850145
[node name="Character" parent="." instance=ExtResource("1_e18vq")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
[node name="Camera" parent="Character/Head" index="0"]
transform = Transform3D(1, 0, 0, 0, 0.999391, -0.0348995, 0, 0.0348995, 0.999391, 0, 0, 0)
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_20rw3")
@ -104,3 +107,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 3, -15.5)
use_collision = true
size = Vector3(19, 8, 1)
material = SubResource("StandardMaterial3D_7j4uu")
[editable path="Character"]