bvhecctrl

Enable physics-inspired character movement with BVH-accelerated collision in React Three Fiber scenes.

Updated May 18, 2026
One-click install
npx skills add https://github.com/yogaprasetya22/mmorpg --skill bvhecctrl
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: bvhecctrl
Source: https://github.com/yogaprasetya22/mmorpg/tree/main/frontend/.agents/skills/bvhecctrl
Command: npx skills add https://github.com/yogaprasetya22/mmorpg --skill bvhecctrl

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @dimforge/rapier-rs.

What problem does it solve?

bvhecctrl solves the challenge of implementing smooth, physics-like character movement and collision handling in React Three Fiber worlds without writing complex BVH and controller logic from scratch.

Core Features & Use Cases

  • Physics-based character movement: Configure capsulized movement with floating/slope handling so characters traverse stairs and uneven terrain naturally.
  • High-performance collision with BVH: Use three-mesh-bvh-backed collision detection to keep interaction fast in dense scenes.
  • Animation and input integration: Sync GLTF animations to controller states (Idle/Walk/Run/Jump) and wire movement via KeyboardControls, plus mobile-friendly joystick/button components for touch input.
  • Use cases: First/third-person RPG traversal, browser-based metaverse character locomotion, and interactive sandbox editors where terrain changes require consistent collision behavior.

Quick Start

Install bvhecctrl, wrap your character in KeyboardControls, and render BVHEcctrl with your model to enable responsive movement and animation syncing.

Frequently Asked Questions about bvhecctrl

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add physics-based character movement to a React Three Fiber scene?

Physics-based character movement in React Three Fiber is enabled by wrapping your model in KeyboardControls and rendering BVHEcctrl, which applies capsulized movement with floating and slope handling to traverse uneven terrain naturally.

What is BVH-accelerated collision detection and when do I need it for character controllers?

BVH-accelerated collision detection uses three-mesh-bvh to keep interaction fast in dense scenes. You need it when navigating complex static, kinematic, or instanced geometry where standard collision checks would cause performance drops.

Does this R3F character controller support mobile touch input and joystick controls?

R3F character controllers support mobile touch input by wiring movement through KeyboardControls and utilizing mobile-friendly joystick and button components for touch interaction.

Can I use rapier-rs with BVH collision for browser-based metaverse character locomotion?

You can use rapier-rs with BVH collision for browser-based metaverse character locomotion by integrating BVHEcctrl with rapier-rs-compatible movement patterns and setting up BVH colliders for your environment geometry.

How do I sync GLTF animations to character controller states like Walk, Run, and Jump?

Sync GLTF animations to character controller states by mapping your model's animation clips to the controller's Idle, Walk, Run, and Jump states, ensuring movement input aligns with the corresponding animation playback.

What's the best way to handle collision detection for interactive sandbox terrain navigation?

The best way to handle collision detection for interactive sandbox terrain navigation is using three-mesh-bvh-backed detection, ensuring consistent collision behavior even when terrain changes dynamically during gameplay.