Love this! For those wanting to keep the RigidBody3Ds unfrozen (so that they can still interact naturally with the environment) you can instead apply_force towards that carry position. And to make it feel a little less janky increase the angular damping of that carried object while it's held. You'd have to find a fitting force amount to make it look like just like in the video. Experiment around. It's fun!
@dp055Ай бұрын
Love these tutorials
@TheRealBlackNetАй бұрын
The Video helped a lot I did not know about the _notification function. Interesting way to implement it, i choosed to remove it from the tree in case I use it as inventory to move with a item into a other level. Also I use a point as object target to be able to look and move a object at the same time.
@robertonicolasbaca5311Ай бұрын
Looking forward for some good enemy AI. I think that enemy AI is lacking in almost every tutorial here in YT.
@rfraserproАй бұрын
Turns into a flying object if I hold the object beneath the player controller. Is that just me?
@saladedecrevisseАй бұрын
Will you adress stairs handling ?
@GameUnionTVАй бұрын
Also, the pronunciation is appreciated: it is indeed Go-doh!
@PhilR0gers16 күн бұрын
It was named after Samuel Becket's play, Waiting for Godot, which was originally written in French. It is pronounced God-oh. The French would never pronounce it Go-doh.
@Fortress-std10 күн бұрын
Can you do a series on mountable vehicles for a 3d fps next?
@yusarimahubaraАй бұрын
Most janky and stupid implementation of pickup. This not how is done guys
@jasperc5209Ай бұрын
could you suggest a better way?
@yusarimahubaraАй бұрын
@@jasperc5209 Well, I know your intelligence doesn't give you much more. I can't fit everything in a KZbin comment and I'm not going to give it to you for free. Back to work you scoundrel
@ThantiKАй бұрын
Instead of saying "This is wrong", how about telling us how you'd do it?