What problem does it solve?
This Skill helps you implement a reliable first-person player controller in Godot without fighting camera setup, movement math, or input edge cases. It is aimed at projects where the player must look through their own eyes, move relative to facing, jump on the floor, and keep sprint and crouch behavior predictable.
Core Features & Use Cases
- First-person movement: Builds a CharacterBody3D player with body yaw, head pitch, gravity, jump, and camera-relative WASD.
- Sprint and crouch support: Adds hold-to-run and hold-to-crouch behavior with smooth stance changes and clear precedence rules.
- Procedural sprint view-model motion: Drives a held weapon’s running feel with a dedicated SprintSway node so weapon animation layers do not fight each other.
- Use case: You are creating an FPS in Godot 4 and need a tested controller pattern that covers mouse look, movement, crouching, sprinting, and weapon sway in one coherent setup.
Quick Start
Ask the skill to generate a Godot first-person player scene and script with yaw-on-body, pitch-on-head, jump, sprint, crouch, and view-model sprint sway.