player-controller

Implement player movement for Godot 4.x using CharacterBody2D/3D patterns.

538|28|Updated Apr 3, 2026
One-click install
npx skills add https://github.com/jame581/GodotPrompter --skill player-controller-jame581
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: player-controller
Source: https://github.com/jame581/GodotPrompter/tree/main/skills/player-controller
Command: npx skills add https://github.com/jame581/GodotPrompter --skill player-controller-jame581

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Implement reliable, responsive player movement for Godot 4.x projects using CharacterBody2D/3D nodes, covering input handling and physics basics.

Core Features & Use Cases

  • Supports 2D and 3D movement patterns (CharacterBody2D/CharacterBody3D) with velocity-based control, gravity, and collision resolution.
  • Includes common movement recipes: top-down, platformer, and FPS-style controls, jump buffering, and coyote time.
  • Provides practical examples and best-practice guidance for integrating movement into your Godot project.

Quick Start

Implement a responsive player controller for a Godot 4.x project using CharacterBody2D/3D patterns.

Frequently Asked Questions about player-controller

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

FAQPage Schema
How do I implement player movement in Godot 4 using CharacterBody2D or CharacterBody3D?

Player movement in Godot 4 uses velocity-based control with CharacterBody2D or CharacterBody3D nodes, integrating input handling, gravity, and collision resolution via the move_and_slide method.

What is the best way to add jump buffering and coyote time to a Godot platformer controller?

Jump buffering and coyote time are movement recipes that improve platformer controller responsiveness by queuing jump inputs slightly early and allowing jumps shortly after leaving a ledge.

Does this Godot movement controller support top-down, platformer, and FPS styles?

Yes, this Godot movement controller supports top-down, platformer, and FPS-style control patterns, providing practical examples and best-practice guidance for integrating each style.

How does move_and_slide handle physics and collision resolution for CharacterBody3D?

The move_and_slide method handles physics integration and collision resolution for CharacterBody3D by applying velocity-based movement and sliding along collision surfaces automatically.

Why does my Godot 4 player character feel unresponsive during movement and jumps?

Unresponsive Godot 4 player movement often stems from lacking jump buffering and coyote time, which are specific recipes needed to smooth input timing and edge detection.