CharacterBody3D

from acron.character_body import CharacterBody3D
class CharacterBody3D(physics_world, radius=0.5, height=1.0, name='CharacterBody3D', snap_extra_reach=0.35, collide_mask=None, body_mask=0000 0000 0000 0000 0000 0000 0000 0010, max_slides=6, floor_max_angle_deg=45.0, floor_snap_length=0.1, seam_snap_distance=0.0, gravity=LVector3f(0, 0, -9.8))

Bases: object

Godot’s kinematic character mover.

radius/height are the Bullet capsule dims (height is the cylinder part only – Godot’s default CapsuleShape3D r 0.5 / full height 2.0 is radius=0.5, height=1.0 here). Read the real dims from the character’s .tscn; don’t invent them. NB Godot’s CharacterBody3D origin is at the FEET while a BulletCapsuleShape is centred on the node – lift the spawn by the capsule half-height and drop the visual model by it.

body_mask is the Godot layer the presence body lives on (what others hit when they shoot/ray at this character); collide_mask is what the movement sweep collides against (walls/floors – typically NOT other characters).

Inheritance diagram

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