I want to make an FPS controller that feels realistic, like when you move you really feel that your character has mass. In Unity I would’ve done that with RigidBody, but how do I do that in Godot 4.3.1 with CharacterBody3D? I know that RigidBody3D is not suitable for character controllers. May anyone show me the direction in which I shall dig?
There’s nothing stopping you from making your player a RigidBody3D if that’s what you’re going for, it’s just CharacterBody3D is more common. You would apply forces and impulses on the player to move them around. You could use a CharacterBody3D but then you might want to program your own calculations for inertia and things like that which change their velocity.
Who told you rigid body isn’t suitable for characters? If you’re comfortable with the concepts of a physics engine and don’t mind using impulses, force integrators and other physics-driven locomotion, I see no reason to avoid a RB character.
For most use cases, rigidbody just a bigger challenge to get simple things “working right”, and the precise control a kinematic body provides tends to be favorable.
lukky has a nice series for this, if you haven’t already you should check it out.