Godot 3d mouse position reddit Maybe try to Use Camera3D. Maybe make a minimal project with your issue still present and share it here. I just dont understand what it means, sorry i started godot week ago, i know nothing about programming. Specifically the sprite goes to a completely different position, sometimes quite far from where I clicked, and never where I actually want it to go. I have a Node2D scene that is a child to a Viewport node; a Sprite3D with a ViewportTexture displays it in a Spatial scene. How to detect mouse click in 3D space w/ Gridmaps . Links to different 3D models, images, articles, and videos related to 3D photogrammetry are highly encouraged, e. I can't seem to project the 2D point of the mouse cursor on the screen to a sensible position in the 3D game environment which causes the zoom to I'm working on a 3D top-down style shooter where the player always faces the mouse cursor. call_group("units","move_to",result. x, rect_position. pressed: Get the Reddit app Scan this QR code to download the app now. SetMouseMode(Input. My problem however is, that I want the node centered on the mouse position instead of using its upper left corner. WHAT HAVE I TRIED SO FAR: So this is the code I have used, to move the 3d object by tracking the mouse. 5. reset the cursor position to be at the center of the screen , can be achieved by setting mouse mode to captured Input. I am basically trying to create a drag and drop functionality in a 3D environment i have looked everywhere and nothing worked i have no idea how to do this, please help Try using get_mouse_position in the _process function instead. war_scene. direction_to(mouse_position) Releasing a Godot 4, 3D, web game So I want to make an axe as a weapon, and I want it to rotate based on the player's mouse position. position); # a vector pointing from the sprite to the mouse would be calculated like this. here is how I did it: func _process(delta): # no need to change rotation in _physics_process but it doesn't matter anyway var mouse_position = get_global_mouse_position(); var direction = (mouse_position - self. y. 4. or 2. 180K subscribers in the godot community. I struggled with this for a day before finally figuring The official subreddit for the Godot Engine. the good thing about a 3D mouse is, although it is a child of the player, it doesn't actually require to be tied to player translation and is Getting started with my godot journey, and having a little trouble figuring out some stuff in 3d (coming from the Unity engine). Now use one of the different camera nodes project functions to get a 3d position for your mesh. Top. get_global_mouse_position()`. Should I be ignoring the event. I want to get the mouse position relative to the Node2D, but neither get_local_mouse_position() nor get_global_mouse_position() map to the plane. Internet Culture (Viral) Amazing I'm currently trying to get the mouse position in godot 3D. global_position = get_global_mouse_position() # Same as `self. hello guys, I want to know how to get mouse position, I used event. y position of the mouse cursor, but the problem is cycling between left/straight/right, I was thinking about making an invisible sprite that rotate toward the mouse and then use its rotation Get the Reddit app Scan this QR code to download the app now. Or check it out in the app stores TOPICS. e aligned with world ref frame), this Get the Reddit app Scan this QR code to download the app now but I did something that sounds similar once where I wanted to get the x and y co-ordinates on a plane in 3D space given the mouse position. get_global_mouse_position()? That seems to work FWIW. I tried using a position 3D like an anchor point/position to be the direction to move towards but couldn't really make it Instead use get_global_mouse_position(). Q&A. (get_global_mouse_position()) FreeCAD on Reddit: a community dedicated to the open-source, extensible & scriptable parametric 3D CAD/CAM/FEM I'm trying to move a project from Unity to Godot and from 2D to 3D. But because the cards are overlapping in the player's hand, sometimes I hover over two cards at once. Now even if Attacker is currenly just following the mouse via move_and_slide How did y'all become comfortable with the positioning system in Godot? Godot "positioning system" is not unique to Godot. Here is my question: I want to make a cannon move in path while following/look at the mouse position. but it can also be used to do 2D inventory management, with the same 3D hand, it is able to the place the 3D rock into a 2D inventory. How to check mouse position in a region upvotes FreeCAD on Reddit: a community dedicated to the open-source, extensible & scriptable parametric 3D CAD/CAM/FEM modeler. However depending on the exact effect you want, and how far the camera is from the model, it may not look good. global_transform. Hello everyone. The problem I’m having is that I am not sure how to convert the mouse coordinates which are in 2D to a 3D position for the cube. In Godot 4 it works. I tried playing around with a snippet from a post by RandomNumber4 from the thread linked below: 3D Printing; Artificial Intelligence & Machine Learning; Computers & Hardware; Consumer Electronics; The official subreddit for the Godot Engine. 083313, 333. 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. This Viewport is the ViewPortTexture for the Spritee3D (child of Board). but I can't seem to find a way to get the actual 3D position clicked on. ) It doesn't matter if it's 2d or 3d. Best. Hi, I am trying to set position and scale down my . get_mouse Get the Reddit app Scan this QR code to download the app now. Now on running the scene I want to detect the cells according to mouse cursor position. Var pos is your isometric position (in the world), var mouse is your isometric mouse position (in the world) and var to_mouse gives you a vector from your position to the mouse position (I think). target_sprite. get_mouse_position() * 1000 ) should instead be: var target I'm working in a 3D game and I need to get the mouse position in the x and y axis, in the 2D I used to use get_global_mouse_position() but it doesn't I'm searching now for some hours in the official documentation, via google and several tutorials, but can't find a way to invert y-axis of mousemotion / mouse movement or mouse input in Godot Engine. Or check it out in the app stores The official subreddit for the Godot Engine. x + rect_size. Might be similar and worth a try You cast a ray from the camera to the mouse location in the screen. normalized() * 100. Or check it out in the app stores maybe get_global_mouse_position() is pre-computed at the start of the frame and the return value doesn't update during the frame. You're going to have to translate the mouse position on screen, to 3d coordinates on your quad, then convert those again to a position within the viewport. 780334, 333. My problem is that my player faces towards the mouse. I can't find what it The official subreddit for the Godot Engine. The official subreddit for the Godot Engine. Whatever position you create, apply the final Vector3 position to your mesh and be done. The ray normal is the direction of where your mouse is pointing in relationship with the camera rotation. Or check it out in the app stores Hello so i have a project where you can spawn objects at the global mouse position, but i dont know how to modify that position when i zoom in the camera, so how can i get the "zoomed" mouse position Godot can do a platformer or a 3D game) The official subreddit for the Godot Engine. I currently have a mechanic involving drag and drop of RigidBody2D objects. Unity is the ultimate entertainment development platform. dagger_point_player. You can also use get_local_mouse_position() on any specific 2D node to get the touch position vector2 relative Player's 3D rotation will rotate body, which in turn will rotate visor. Finding the Point on a plane corresponding to the mouse View community ranking In the Top 1% of largest communities on Reddit. distance_to(get_global_mouse_position()) Because two lines later you simply reassign the variable to the camera's global_position, overwriting anything you calculate here. 3D Mouse position on Plane in EditorPlugin gives weird coordinates I'm working on a simple plugin. When it touches the ground (using layers might be a must), you get the world position. project_position( mouse_pos, 20. But if the parent move it will create a huge mess. To see whether a card is being hovered, each card has a CollisionShape2D and checks if the mouse entered it. I have a game where when you click in empty space, you fly in that direction I have an intersting problem I'm trying to solve with tool script, I need to get a 3D position associated to a mouse click from the Spatial Editor Viewport. When they release the button and To get the position in 3D the mouse is hovering over in Godot 4, you first need to get the mouse position and the current Camera3D: var viewport := get_viewport() var I’m trying to get the 3D position of my mouse cursor much like a gridmap coordinates just the X and Y with Z always constant. I have a idea that I want to create game call shooting asteroid - shooting objects that fall from the sky. However if the mouse is on the backside of a wall, the character moves and rotates towards it instead of following the ground. My game features a 3D top-down view of a planet that can be rotated and zoomed in and out. relative. Or check it out in the app stores The official subreddit for the Godot Engine. This works brilliantly when the camera is stationary, but when the player (and thus This is a community to share and discuss 3D photogrammetry modeling. Mouse position Ray origin is where Godot says your mouse is at in the 3D space. -500SQM The official subreddit for the Godot Engine. Or check it out in the app stores position = get_global_mouse_position() Share Add a Comment. I'm not sure what methods/functions I can use for say Hello, I'm very new to godot and I want to take godot seriously this time. func _unhandled_input(event): if event is InputEventMouseMotion: translation = Vector3(translation. The way you do this is you subtract the start point from the end point: # let body be your rigidbody var mouse_pos = If anyone here played Warframe i'm looking exactly for something like the Bullet Jump or Androxus move skill from Paladins. That way Godot is asking the OS where the mouse is every frame, instead waiting for the OS to tell Godot the As you can see there's also a fluctuation of about 10 on my x, these results are from the mouse being still as you can see with the mouse coordinates. Returns the mouse's position in the CanvasLayer that this CanvasItem is in using the coordinate system of the CanvasLayer. Here is my code for the mouse raycasting: Instead you want the viewport local position of the mouse, and to project the character's world position into the same reference space as the viewport space, then get the direction from the character to mouse. I am new to programing and am trying to break down the mechanics of my goal game into manageable chunks. 2. I have built a camera control system where, when the player right-clicks, the mouse cursor is hidden and the camera is 'unlocked' to allow camera rotation around the player. If both war_scene. position entirely and using something like map_player. Find the vector between the player's current position and the mouse cursor Multiply the above vector by -1 Set the player's velocity to (0,0 Then you need to get mouse position. I'm using _g to indicate which values are in get_global_mouse_position() to get the mouse position, but you used InputEventScreenTouch to get the screen touch. and using the input_event signal to update the mouse position. And it only updates the mouse position 1 time. If you 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'm trying to make a Godot arcade style shooter. So as you are picking the global position of the mouse, use the global position of the object. Basically, I'm using viewports to render the game in x2 resolution. Matching mouse position / input between 3D and a 2D interface in a SubViewport `event. I have tried the piece of code below. If you want to drag a 3D object, you need this, if you want to point to or select a 3D object with the mouse, you need this. 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. In Unity, I can convert the mouse position from screen to world in a simple ScreenToWorldPoint() functino, but I can't for the life rather than use cards that are setup to react (and hope the Area2D events get triggered which, as you've seen, there are cases where the mouse is moving too fast and won't call entered/exited events) you could reverse the approach and raycast down onto the Area2D's from the mouse position during _process(). I can use get_local_mouse_position(), but I'm not sure how to convert that to cell coordinates. position = mouse_pos2D` `event. button_index == BUTTON_LEFT: if event. The warp_mouse_position is to blame here. 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. get_tree(). position) func mouse_position = get_global_mouse_position(). my goal is on mouse click get mouse position and cast ray into these coord. Reply reply Constt-Fi Destronoi 0. But can't you just use get_local_mouse_position()? Also what you're printing in the video is clearly something else as you're printing a Vector2 in there (and the mouse_position from the snippet above is just a float). this way at any time you will be able to detect what's underneath If you want to click on a 3D object, you need this. What I want is to find the point on the ground plane, so the XZ-plane, which my mouse is over in the editor. To be precise, I want to have the mouse pointer movement inverted -> player controls mouse, like in the Godot Engine editor. ) I did some googling and found this: https BUT in the -y axis the ball is controlled by the mouse (if you go up with the mouse the ball will go up too same for down) So my code is fairly simple : self. Currently, character rotates smoothly when using keyboard but when turning with mouse the character moves twice the amount it is supposed to. With all of this you can calculate a ray from a screen's pixel position and intersect it at any distance of your chosing. 369537) Mouse Position: (961, 463) The red cross represents where the mouse position is being calculated (adjusted for the raycast), whereas the green cross represents a position node with a sprite - outside of the viewport: Code to update the raycast (inside the Viewport "velocity" is, in most fields (including Godot), a representation of speed and direction. Is there any way to fix this issue? 3D Printing; Artificial Intelligence & Machine Learning; Computers & Hardware; Consumer Electronics; The official subreddit for the Godot Engine. x You can either get that information from the _input(event) or _unhandled_input(event) method (can help to separate out input processing from physics processing, and particularly helpful when you need something else, like the GUI, to have first dibs on your input), or you can call for the mouse position directly, using get_viewport(). Get the Reddit app Scan this QR code to download the app now. I'm making a card game. rotation_degrees = rad2deg(atan2(get_global_mouse_position(). 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. affine_inverse() * mouse_pos3D . While an object is being dragged, the RigidBody2D is set to mode STATIC, so it blindly follows the cursor. Try this, the easiest way: But first, define the mouse_left input map Please specify for what you need the mouse position and what kind of mouse position you need? do you need it relative to the viewport? relative in the 3d world? do you need the point the mouse intersects with the surrounding if a ray were shot out from the camera through the mouse? the issue is, the calculations are off, and the 3d mouse is not being rendered at the correct position in 3D space this is strange as m_pos isn't tied to the camera or any movement related scripts. State of 3D in Godot? This one works with keyboard. Since look_at() uses -Z axis to point at a target, if the 3D model in the editor viewport was looking in the direction of global x-axis and angle of 0 (i. But if I put it to rotate_y(event. As you can see, they are very different. For example if i had a game of 3d pong and dozens of balls flying all over the place, how could i allow the user to click on a ball to kill it for example? A simple 3d node scene has a gridmap node and a camera with 45 degree rotation - looking at the grid. 86496) Mouse Position: (961, 463) Position: (954. New. "position" is a spatial coordinate (a local spatial coordinate in Godot context) of an object in space. Here is what I have tried it always returns blank. But how can I correctly transform the event. 272888, 332. The way my camera is set up now, it is very rigid and strictly follows directly after whichever direction the cursor is Get the Reddit app Scan this QR code to download the app now. So facing away or toward the camera is simple as I only need to check the . 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. Sort by: Best. GameMaker Studio is designed to make developing games fun and easy. . Or check it out in the app stores Home; Popular; TOPICS. Hello, currently i wondering how to get it work that my mouse click in the 2D scene is recognized. 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. I have it working with an Orthogonal Camera with this code: The official subreddit for the Godot Engine. Nonexistent function 'get_global_mouse_position' in base 'Node'. The reticle is moved around on the CanvasLayer with get_global_mouse_position(), but this returns screen coordinates. Multiple viewports get_global_mouse_position() not working When using multiple viewports in godot, get_global_mouse_position() does not work properly, so you need to do a little bit of conversion yourself to fix it. Rather then setting it's position, use linear interpolation. Or check it out in the app stores rotate towards the mouse slowly. So how to update the mouse position smoothly in Godot 3. I'd say that question is long out of date. r/godot • Mouse Raycast in I'm making an isometric game where the player currently rotates and moves to where the mouse is. Using input event mouse motion or global position / relative only returns in pixel units, i need the Camera3D. I tried using self. position. dagger_point_player and self (the node to which the script with this line is attached to) are in the same canvas layer then this should work: . The only ways for this to be occurring that I can think of are: 1. Or check it out in the app stores For that you need to get the mouse position by doing something like current_position. In MOUSE_MODE_CAPTURED the mouse should be hidden automatically. Is there a way to get the coordinates? 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 EDIT 2 SOLVED using "look_at(to_global(mouse_position_local))" . Any tips for avoiding battery drain for 3D games on Steam Deck? In short, I can achieve the desired outcome by using "<Area2D node>. If I hold down the arrow keys no constant movement occurs. 351501) Mouse Position: (961, 463) Position: (963. Each frame use warp_mouse to move it to the position you want it to be in that frame. 0 ) or use a raycast to e. project_position with a z_depth of 0 to get the position of the cursor in 3D space, then make the head look at that point. Since the player doesn't control the camera with the mouse, they should be able to click on any visible tile. It kinda works, the 3D cursor kinda follows From the docs, this is what get_global_mouse_position() returns: . Position: (955. You will need to check whether the mouse is within the image. var mouse_pos = get_global_mouse_position Make sure "Emulate Mouse From Touch" in the Project Settings under Input Devices -> Pointing is enabled (it is by default). testing this with the objects panel container node always updating to the mouse position as above, i can see that everything works great until i click on an object and it passes the data to the hidden node of what object i have picked up and then unhides it. But the warp_mouse_position expects a coordinate in within the bounds of the viewport. I tried out the code, but it doesn’t work as I’d like it to. Get view port. get_global_mouse_position returns a Vector2, representing the cursor's location in the global reference frame, so you need to get a vector that points from RigidBody2D's global_position (also a Vector2 in the same global reference frame) to the mouse's. project_position is the Godot equivalent function. pos. x)) however, this doesn't seem to work properly, and instead only moves slightly The official subreddit for the Godot Engine. x * 0. Find the character's position in the viewport local coordinate space, then use that to the mouse's position in the viewport. get_mouse_position() yet. obj mesh which I importing to the scene while the game is running. I am using a blendspace2d in my AnimationTree to change the player's animations (run forward, backward, left, and right) so the player smoothly transitions between them depending on the direction they are moving. I'm thinking something like: Get the camera's rotation matrix (which determines where it's facing) Raycast trying to find only the X position of the mouse click, so that then I can have my character move_toward it. warp_mouse_position() was the solution I found, but the function appears to no longer exist. But I couldn't find any online resources that explain this. Use Unity to build high-quality 3D and 2D games and experiences. Area2D has mouse-related signals that you can use instead. if get_global_mouse_position. When you take a node's global position, you get a position that is somewhere on this infinite plane. Internally, there seems meshes, not physics objects. Also can mention Half-Life noclip function, where you move towards where you are pointing you mouse. Lots of resources if you google it and its like 8 lines of code. Old. but i also have a Penalty where the controls are inverted (if you go up with the mouse the ball go down same goes for down the ball go up) PlayerToCameraDistance = player. The usual issues of mouse position in 3D are being annoying though so I ended up using raycasts (I haven't used them before cause I didn't get around to it) by adding a raycast, setting it's z to -100 or so as a "cap" on the distance so I could have a target to shoot at even if there's not something at the end. If you use get_local_mouse_position(), you get the mouse position in the local coordinates of the canvas item. get_mouse_position() (since godot display everything through It's ok if I need some parameters from camera's current position and rotation. What I'm trying do is translate the position of the cursor in a 3D node to its relative position in a Viewport. 3? The official subreddit for the Godot Engine. Gaming Weird issues with setting a node's position (Godot 4 beta 5) Get Mouse position in 3D World Okay so be aware I have not tried Godoy 3d yet, but I did this in Unity and Unreal. That you can use to find the world coordinate point that you click at a Just emit a raycast from mouse position and itll return the collision location. In my 3D node I have a Viewport with my 2D scene as its child. global_position and event. 1 - Procedural Destruction in 3D 2:49. Reply reply Hi, so I have a character sprite with 6 directions, left/straight/right with those 3 variations for away/toward camera. ZERO var rectangles := [] func _unhandled_input(event): if event is InputEventMouseButton and event. Or check it out in the app stores When I get the global_position of the mouse, this presumably returns the screen position of the mouse. It has a first-person-view with a fixed camera, but the player can rotate the camera slightly in X or Y directions with the mouse to look around the scene. I think in future it would be good to have "key frames" for velocity rather than position so that detailed movement during an animation is still possible while cleanly interacting with physics objects. Or check it out in the app stores I am working on a shooting platformer game and I am trying to implement the crosshair which will be moving in the exact mouse position. and I want to associate actions with these tiles. global_position = mouse_pos2D` `if event is InputEventMouseMotion:` `if last_mouse_pos_2D == null:` `event. x - body_anim. Raycast from the camera to the cursor position. get_global_mouse_position()" (absolute) and "<Area2D node>. how to get mouse position . So I tell raycast to only collide with the level geometry, I move raycast into the same positions as specified above, and get it's collision point. From my research it seems to me like there are multiple different kinds of coordinates within godot. The sprite's "Offset" property has been changed, and this is causing the visual effect of it orbiting rather than just rotating. y, target. But for some reason this does not work correctly. But I'm having trouble moving the guns model to face the mouse. 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. It's very standard (maybe except particular naming) for game/render engines: scene tree graph, nodes with hierarchical transformations (matrices extends Node2D var origin export var reach = 30 func _ready(): origin = position func _process(delta): global_position = get_global_mouse_position() position = origin. Your approach is entirely wrong. As a workaround you can try Raycasting from Camera origin to your mouse position, according to your projection parameters. I never used 3d but only 2d, but on click to Invalid call. Share In 3d you can have hundreds of objects hidden behind some object in the front, while is 2d there isn't much reason to do so. Welcome to SketchUp's home on reddit: a place to discuss Trimble's easy to use 3D modeling program Get the Reddit app Scan this QR code to download the app now. If you want it to follow the mouse then you need to project the mouse position into 3D space onto the plane you want the cube to be moving on, and then move the cube to that position. WHAT AM I TRYING TO DO: Make a 3d object move by tracking the movement of the mouse in only the XZ axis. What I'm trying to do is simple - just launching a ball from a fixed position in the direction I'm pointing. So basically, I get the mouse position relative to the middle of the screen, then play the animation tree with those coordinates. Or check it out in the app stores TOPICS Get Mouse position in 3D World Godot 4 3d character controller ps1 style upvotes This is 3D, so how much the cube appears to move will be based on its distance to the camera. move_toward(position, reach) Which temporarily sets global_position then accesses it via position as a super hacky way to get the mouse coords into local space. But it seems like control nodes inside a viewport detect the position incorrectly (as if it mouse position was used without scaling). I used the same method as in the Godot example called "GUI in 3D", which multiplies the mouse position with the affine inverse of the Get the Reddit app Scan this QR code to download the app now. I've tried the following (C# code), but it's off event. Plays nicely, not much in the way of frame-drop, but the battery life drains *fast*. Here is a simplified version of my problem: Hi! So, I'm making a pseudo point-and-click game in a 3D environment. Instead you may want to project the mouse position onto a plane parallel to the camera that intersects the model's position. Edit:This was solved Hello! I am trying to get camera control and character body rotation working properly. You can calculate the position of the mouse cursor on the screen by subtracting the variable holding value of the vector2 in step 2 , to the relative position of the mouse. position) var to = from + project\_ray\_normal Get the Reddit app Scan this QR code to download the app now. I understand mouse positions are only 2D, but is there a way to access say the Spatial Editor Viewports Camera, inorder to get the transform data? I'm trying to set up first person mouse look and can't really find anything to guide me in it. x No idea what's body_anim. Input. I'd like the player node to be able to call a function like get_reticle_location(), and get (in world coordinates) where the Novice game developer here, thank you for reading. relative values to those (also clamping the pitch between -PI/2 and PI/2). This is because I don't know how to convert 2d positions to 3d positions, please help. I want to make 3. (event. If you want to know what’s under the mouse I wouldn’t do it this way at all. I don't know how to make the direction vector take into account the position and rotation of the camera, so it always looks weird. How should I When setting up drag and drop in my control nodes, I use the "set_drag_preview" function in the in the "get_drag_data" function to get a preview of my dragged control node at the cursor position. strange things happen when it reaches the position lol ( I post the video) Try something like this to fix it: func _physics_process(delta): if target != null: var look_at_target = Vector3(target. position don't give the same position as get_global_mouse_position(), but the main problem is that it's only updated on mouse movement. If they're in different canvas layers (but same viewport Throw 3D ball at mouse position so, i have this dodgeball game that i just started making, how can i make the ball be throwed by the player at the mouse position? I have a code that kinda does it, but the 0, 0 coordinates are in the center of the screen and idk how to make the 0, 0 coordinates at the player position Technically speaking, it does detect collisions, and there seems to be a logic between the tiles detected and the movement of my mouse. Or check it out in the app stores Home A community for discussion and support in development with the Godot game engine. I am confused between the different set of coordinates. extends Control func _process(delta): var x_clamp = clamp(get_global_mouse_position(). But this causes Get the Reddit app Scan this QR code to download the app now. However, the tiles that are detected are not the one that are under my mouse, there seems to be What's the current best/simplest/easiest method to allow the user to click on a 3d object and interact with it. Releasing a Godot 4, 3D, web game The official subreddit for the Godot Engine. I'm having some trouble calculating the direction from a point in 3D to where I click with the mouse. Any tips for avoiding battery drain for 3D games on Steam Deck? 176K subscribers in the godot community. origin. I am looking for the "correct" way to pick 3D objects on mouse click. Basically, I've copied this recipe, only difference implementing the clamping() of the get_last_mouse_speed() impulse when dropping, as the This wouldn't really be a Godot limitation Are you sure? Because I spend some time on this today and in my experimentations I noticed you can quite easily get the relative mouse position beyond the game window, unfortunately only if you physically click (a generated click won't work) with your mouse inside the project window area, and then hold the mouse button while you move I'm just starting out with Godot, on my third day now, and I've had a consistent problem every time I try to make a sprite move to the position of the mouse when I click the left mouse button. var from = project\_ray\_origin(event. Position is relative to the parent, if the parent is static on the (0,0) or (0,0,0) in 3d, so position will be exact the same as global position. Lots of the stuff I can find is just: look_at(get_global_mouse_position()) Which of course is rotating to the mouse as fast as possible all the time. x) it works, but goes way to fast with seemingly no way to slow it down. tech support - closed . relative = Vector2(0,0)` `else:` `event The official subreddit for the Godot Engine. g. I am finding a lot of grid based movement tutorials using the arrow keys to move, but very few using the mouse. 3D mouse following with raycast . I don't know, you'd have to check the source, but you can test that. global_position. i'm trying to make a 3d node look at the mouse get_global_mouse_position() works for me without issue in Godot 4 alpha1. x) var y Adding the start and end position value to the players current position at the time the player attacks then give the desired animation. Or check it out in the app stores TOPICS Godot can do a platformer or a 3D game) [HELP] Direct animation toward mouse position The idea is to have a 3D hand that can pick up 3D objects in the world, like picking up a rock. If it is you should be able to just use get_global_mouse_position() anywhere to get the "actual" aka global position of your touch input. r/godot • My game running on a Steamdeck devkit. articles on new photogrammetry software or techniques. The Godot docs has a Get the Reddit app Scan this QR code to download the app now. 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. The sprite is a child of a node which is constraining it in a way that changes how it will be have when moved directly. get_local_mouse_position()" (relative). I have global coordinates, and I want to move the mouse to the position on the screen that corresponds to the global coordinates. y,get_global_mouse_position(). View community ranking In the Top 1% of largest communities on Reddit. This line also does nothing because it's just an expression and the reuslt is lost to the void: PlayerToCameraDistance * 20 The official subreddit for the Godot Engine. x, global_transform. If you simply need to check whether the mouse is inside a control node (like TextureRect), you can simply listen to the mouse_entered and mouse_exited signals (if you also need to detect when the mouse leaves Get the Reddit app Scan this QR code to download the app now. y = get_global_mouse_position(). Here's an implementation that can either move the position with fixed orientation or can also point the cursor object. First person 3D games, third person 3D games, top down 3D games, management 3D games, strategy 3D games These are not specific niche genres. any help? I'm working on fog I am having trouble working out how to sync my 3D player animations with movement. Try this code out - that is all you need for an example. position = get_local_mouse_position(). but try using Raycast from camera to You’re raycasting from the mouse position to the mouse position, or in other words a zero-length vector. 01, 0, I'm currently implementing a mechanism for my character to rotate to the mouse position, but I couldn't get it right. I tried checking "handle input locally" inside the viewport settings, but it doesn't seem to affect anything. Lerp might help with that. Can someone help explain how to create an object at the cursor position when the mouse clicks? Thanks. Controversial. I have the camera set to be between the mouse cursor and the player (2d game), so If I don't move the mouse, but I move the player, the camera moves and the ui element goes to This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. Then in _process set the camera. Captured); 4. Open comment sort options. rotation. Why does Godot have a 2D/3D/script switcher instead of just splitting scene and scripts into tabs? upvotes The official subreddit for the Godot Engine. pos, but it seems like global coordinates or something. MouseMode. Deploy them across mobile, desktop, VR/AR, consoles or the Web and connect with people globally. Camera function project_ray_normal will help you greatly. Feel free to post questions or opinions on anything that has to do with 3D photogrammetry. z) This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. Basically, I want to be able to interact with entities in the Viewport from my 3D scenes. position to be in the same coordinate system as the Area2D node (which is simply using x, y position, Get the Reddit app Scan this QR code to download the app now. Meet your fellow game developers as well as engine A community for discussion and support in development with the Godot game engine. All i need is to get the position, rotation, and the position of preview block when size is changed (so that the cube always grows against the block that was clicked on while relying on nb_initposvariable) Also, The arrow that points to mesh size is the current Mouse's 3D Position. Moving my player character works fine. get a ground position or other intersection point. In addition there's a cursor like in the Pikmin games. . x + event. I 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. As just answered in the Godot Q&A section: You'll need to save and redraw all previous rectangles for that: extends Control var mouse_pos = Vector2() var dragging = false var drag_start = Vector2. Then there’s the stuff that makes you move. global_position) mouse_inside = mouse_pos3D != null if mouse_inside: mouse_pos3D = area. x to view_pitch and the character Y The official subreddit for the Godot Engine. Are you adapting to mobile? If not, you Camera has 2 methods named: project_ray_origin and project_ray_normal, both taking in a Vector2 which you can easily get with a get_viewport(). var 3d_position : Vector3 = camera. Hi all, I'm making a 2d game, and the player has a reticle they move around that is tied to their mouse's position. normalized() changes the local mouse position vector to always have a distance of 1, which is why when we multiply this vector with 100, the target sprites always appears at a 100 pixel distance from our player, while also keeping the direction of the mouse position. rjju qqtci awunqn mmiifr leoib vvihdf ttftltb linttl artl vhd