Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a static body. However, they have two main uses:
[b]Simulated motion:[/b] When these bodies are moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to "physics"), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc).
[b]Kinematic characters:[/b] CharacterBody3D also has an API for moving objects (the [method PhysicsBody3D.move_and_collide] and [method move_and_slide] methods) while performing collision tests. This makes them really useful to implement characters that collide against a world, but don't require advanced physics.
Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] and when [method is_on_floor] returns [code]true[/code].
Returns a [KinematicCollision3D], which contains information about a collision that occurred during the last call to [method move_and_slide]. Since the body can collide several times in a single call to [method move_and_slide], you must specify the index of the collision in the range 0 to ([method get_slide_count] - 1).
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method PhysicsBody3D.move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision].
Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees.
If [code]true[/code], the body will be able to push [RigidBody3D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D].
When set to a value different from [code]Vector3(0, 0, 0)[/code], the body is kept attached to slopes when calling [method move_and_slide].
As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting [code]snap[/code] to [code]Vector3(0, 0, 0)[/code].
If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still.
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.