extends CharacterBody3D const SPEED = 150.0 const RUN_SPEED = 400.0 const JUMP_VELOCITY = 200 signal test var last_direction:= Vector3.ONE func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta var k = RUN_SPEED if Input.is_key_pressed(KEY_SHIFT) else SPEED self.velocity.x = delta * k * Input.get_axis("move_left", "move_right") self.velocity.z = delta * k * Input.get_axis("move_forward", "move_back") Messagebus.DEBUG_XYZ.emit(self.global_transform.origin) if Input.is_key_pressed(KEY_SPACE) and is_on_floor(): self.velocity.y = delta * JUMP_VELOCITY var i = int(Input.get_axis("move_left", "move_right")) if i: last_direction = Vector3(i, 1, 1) $MeshInstance3D.set_scale(last_direction) move_and_slide()