From godot-prompter
Implements player movement controllers in Godot 4.3+ using CharacterBody2D/3D patterns, input handling, physics loops, and recipes in GDScript and C#.
npx claudepluginhub jame581/godotprompter --plugin godot-prompterThis skill uses the workspace's default tool permissions.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Implements Godot 4.3+ input handling using InputEvent system, Input Map actions, controllers, gamepads, mouse/touch, action rebinding, and input architecture.
Builds and optimizes Godot 4 games using GDScript, node/scene architecture, signals, resources, physics, animations, UI, tilemaps, shaders, multiplayer, and best practices from prototypes to production.
Adds GDScript 4.x game mechanics like platformer/top-down movement, health systems, inventory, and save/load. Prevents GDScript 3.x syntax errors in Godot projects.
Share bugs, ideas, or general feedback.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: physics-system for RigidBody, Area, raycasting, and collision shapes, 2d-essentials for TileMaps, parallax, and 2D lighting, 3d-essentials for CharacterBody3D and 3D movement setup, state-machine for movement state management, camera-system for camera follow and shake, component-system for hitbox/hurtbox integration, animation-system for animation driven by movement state, input-handling for InputMap actions and controller support, ai-navigation for enemy movement and pathfinding.
| Body Type | Use For | Physics Control | Notes |
|---|---|---|---|
CharacterBody2D/3D | Player, enemies, NPCs | Manual (full) | You control velocity; move_and_slide() handles collisions |
RigidBody2D/3D | Projectiles, props, debris | Engine-driven | Physics engine applies forces; harder to control precisely |
RigidBody2D/3D | Projectiles with bouncing | Engine-driven | Set linear_velocity once; let physics resolve bounces |
CharacterBody2D | Platformers, top-down, FPS | Manual (full) | Reliable and predictable; best for responsive game feel |
Rule of thumb: Use CharacterBody when you need tight, responsive control. Use RigidBody when you want realistic physics simulation.
Every physics frame follows this order:
1. Read input → get axis/action values
2. Apply forces → gravity, friction, acceleration
3. Modify velocity → move_toward, lerp, clamp
4. move_and_slide() → engine resolves collisions, updates position
5. Post-movement state → check is_on_floor(), is_on_wall(), landing events
Always put this loop in _physics_process(delta), never _process(delta).
extends CharacterBody2D
@export var speed: float = 200.0
@export var acceleration: float = 1500.0
@export var friction: float = 1200.0
func _physics_process(delta: float) -> void:
# 1. Read input (normalized 4-directional vector)
var input_dir: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
# 2 & 3. Apply acceleration or friction to velocity
if input_dir != Vector2.ZERO:
velocity = velocity.move_toward(input_dir * speed, acceleration * delta)
else:
velocity = velocity.move_toward(Vector2.ZERO, friction * delta)
# 4. Move and resolve collisions
move_and_slide()
using Godot;
public partial class TopDownPlayer : CharacterBody2D
{
[Export] public float Speed { get; set; } = 200.0f;
[Export] public float Acceleration { get; set; } = 1500.0f;
[Export] public float Friction { get; set; } = 1200.0f;
public override void _PhysicsProcess(double delta)
{
// 1. Read input (normalized 4-directional vector)
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
// 2 & 3. Apply acceleration or friction
if (inputDir != Vector2.Zero)
Velocity = Velocity.MoveToward(inputDir * Speed, Acceleration * (float)delta);
else
Velocity = Velocity.MoveToward(Vector2.Zero, Friction * (float)delta);
// 4. Move and resolve collisions
MoveAndSlide();
}
}
extends CharacterBody2D
@export var speed: float = 200.0
@export var jump_velocity: float = -400.0
@export var acceleration: float = 1200.0
@export var deceleration: float = 900.0
# Coyote time and jump buffer
@export var coyote_time: float = 0.12
@export var jump_buffer_time: float = 0.12
var _gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
var _coyote_timer: float = 0.0
var _jump_buffer_timer: float = 0.0
var _was_on_floor: bool = false
func _physics_process(delta: float) -> void:
# Coyote time: allow jump briefly after walking off a ledge
if is_on_floor():
_coyote_timer = coyote_time
_was_on_floor = true
else:
_coyote_timer -= delta
# Jump buffer: register jump input before landing
if Input.is_action_just_pressed("ui_accept"):
_jump_buffer_timer = jump_buffer_time
else:
_jump_buffer_timer -= delta
# Apply gravity when airborne
if not is_on_floor():
velocity.y += _gravity * delta
# Jump: consume coyote time and buffer together
var can_jump: bool = _coyote_timer > 0.0
if _jump_buffer_timer > 0.0 and can_jump:
velocity.y = jump_velocity
_coyote_timer = 0.0
_jump_buffer_timer = 0.0
# Variable jump height: cut velocity when button released early
if Input.is_action_just_released("ui_accept") and velocity.y < 0.0:
velocity.y *= 0.5
# Horizontal movement with deceleration
var input_x: float = Input.get_axis("ui_left", "ui_right")
if input_x != 0.0:
velocity.x = move_toward(velocity.x, input_x * speed, acceleration * delta)
else:
velocity.x = move_toward(velocity.x, 0.0, deceleration * delta)
move_and_slide()
using Godot;
public partial class PlatformerPlayer : CharacterBody2D
{
[Export] public float Speed { get; set; } = 200.0f;
[Export] public float JumpVelocity { get; set; } = -400.0f;
[Export] public float Acceleration { get; set; } = 1200.0f;
[Export] public float Deceleration { get; set; } = 900.0f;
[Export] public float CoyoteTime { get; set; } = 0.12f;
[Export] public float JumpBufferTime { get; set; } = 0.12f;
private float _gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
private float _coyoteTimer;
private float _jumpBufferTimer;
public override void _PhysicsProcess(double delta)
{
float dt = (float)delta;
// Coyote time
if (IsOnFloor())
_coyoteTimer = CoyoteTime;
else
_coyoteTimer -= dt;
// Jump buffer
if (Input.IsActionJustPressed("ui_accept"))
_jumpBufferTimer = JumpBufferTime;
else
_jumpBufferTimer -= dt;
// Gravity
if (!IsOnFloor())
{
Vector2 vel = Velocity;
vel.Y += _gravity * dt;
Velocity = vel;
}
// Jump
if (_jumpBufferTimer > 0f && _coyoteTimer > 0f)
{
Vector2 vel = Velocity;
vel.Y = JumpVelocity;
Velocity = vel;
_coyoteTimer = 0f;
_jumpBufferTimer = 0f;
}
// Variable jump height
if (Input.IsActionJustReleased("ui_accept") && Velocity.Y < 0f)
{
Vector2 vel = Velocity;
vel.Y *= 0.5f;
Velocity = vel;
}
// Horizontal movement
float inputX = Input.GetAxis("ui_left", "ui_right");
Vector2 velocity = Velocity;
if (inputX != 0f)
velocity.X = Mathf.MoveToward(velocity.X, inputX * Speed, Acceleration * dt);
else
velocity.X = Mathf.MoveToward(velocity.X, 0f, Deceleration * dt);
Velocity = velocity;
MoveAndSlide();
}
}
extends CharacterBody3D
@export var move_speed: float = 5.0
@export var jump_velocity: float = 5.0
@export var mouse_sensitivity: float = 0.002
@onready var head: Node3D = $Head # Child Node3D that holds Camera3D
var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
# Horizontal look: rotate the body (yaw)
rotate_y(-event.relative.x * mouse_sensitivity)
# Vertical look: rotate the head (pitch), clamped to ±90°
head.rotate_x(-event.relative.y * mouse_sensitivity)
head.rotation.x = clamp(head.rotation.x, -PI / 2.0, PI / 2.0)
if event.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y -= _gravity * delta
# Jump
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
# Movement relative to the direction the player is facing
var input_dir: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction != Vector3.ZERO:
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
else:
velocity.x = move_toward(velocity.x, 0.0, move_speed)
velocity.z = move_toward(velocity.z, 0.0, move_speed)
move_and_slide()
using Godot;
public partial class FPSController : CharacterBody3D
{
[Export] public float MoveSpeed { get; set; } = 5.0f;
[Export] public float JumpVelocity { get; set; } = 5.0f;
[Export] public float MouseSensitivity { get; set; } = 0.002f;
private float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
private Node3D _head;
public override void _Ready()
{
_head = GetNode<Node3D>("Head");
Input.MouseMode = Input.MouseModeEnum.Captured;
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event is InputEventMouseMotion motion
&& Input.MouseMode == Input.MouseModeEnum.Captured)
{
// Horizontal look (yaw on body)
RotateY(-motion.Relative.X * MouseSensitivity);
// Vertical look (pitch on head), clamped to ±90°
_head.RotateX(-motion.Relative.Y * MouseSensitivity);
Vector3 rot = _head.Rotation;
rot.X = Mathf.Clamp(rot.X, -Mathf.Pi / 2f, Mathf.Pi / 2f);
_head.Rotation = rot;
}
if (@event.IsActionPressed("ui_cancel"))
Input.MouseMode = Input.MouseModeEnum.Visible;
}
public override void _PhysicsProcess(double delta)
{
float dt = (float)delta;
Vector3 vel = Velocity;
// Gravity
if (!IsOnFloor())
vel.Y -= _gravity * dt;
// Jump
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
vel.Y = JumpVelocity;
// Movement relative to facing direction
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
vel.X = direction.X * MoveSpeed;
vel.Z = direction.Z * MoveSpeed;
}
else
{
vel.X = Mathf.MoveToward(vel.X, 0f, MoveSpeed);
vel.Z = Mathf.MoveToward(vel.Z, 0f, MoveSpeed);
}
Velocity = vel;
MoveAndSlide();
}
}
extends CharacterBody2D
@export var dash_speed: float = 600.0
@export var dash_duration: float = 0.2
var is_dashing: bool = false
var _dash_timer: float = 0.0
var _dash_direction: Vector2 = Vector2.ZERO
func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("dash") and not is_dashing:
is_dashing = true
_dash_timer = dash_duration
# Dash in input direction, or forward if no input
_dash_direction = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if _dash_direction == Vector2.ZERO:
_dash_direction = Vector2.RIGHT.rotated(rotation)
if is_dashing:
_dash_timer -= delta
velocity = _dash_direction * dash_speed
if _dash_timer <= 0.0:
is_dashing = false
move_and_slide()
extends CharacterBody2D
@export var speed: float = 200.0
@export var jump_velocity: float = -400.0
@export var wall_jump_velocity: Vector2 = Vector2(250.0, -350.0)
var _gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += _gravity * delta
# Wall jump: bounce off in the direction of the wall normal
if Input.is_action_just_pressed("ui_accept"):
if is_on_floor():
velocity.y = jump_velocity
elif is_on_wall():
var wall_normal: Vector2 = get_wall_normal()
velocity = wall_normal * wall_jump_velocity.x + Vector2(0, wall_jump_velocity.y)
var input_x: float = Input.get_axis("ui_left", "ui_right")
velocity.x = move_toward(velocity.x, input_x * speed, 1000.0 * delta)
move_and_slide()
| Symptom | Cause | Fix |
|---|---|---|
| Player sticks to walls | Default wall blocking behavior | Set floor_block_on_wall = false on the CharacterBody |
| Jittery or frame-rate-dependent movement | Movement in _process | Move all physics/velocity code to _physics_process(delta) |
| Inconsistent jump height | Fixed velocity ignores frame timing | Use variable jump (cut velocity.y on button release) |
| Player slides down slopes | No snap or angle limits | Set floor_snap_length > 0 and tune floor_max_angle |
| Mouse look inverted | Wrong sign on rotation delta | Negate event.relative.x for yaw and/or event.relative.y for pitch |
_physics_process(delta), not _processProjectSettings (physics/2d/default_gravity or physics/3d/default_gravity), not hard-codedmove_and_slide() is called after all velocity modifications each frame_ready() and release on escape