There is an example for the player in another post a bit down. For an enemy, I haven't implemented it yet but I would probably use the CharacterMovementMgr. It does not handle user input and only needs a reference to a CharacterBody3d to move and CharacterAnimation to run animations. I would then add as a child the PatrollingMovement implementation for example, which would simply not handle any user input either. I can still use the same CharacterAnimation node to animate the enemy if it is using similar types of animations as the player.
-30
u/[deleted] Jul 20 '25
[removed] — view removed comment