Design a responsive character controller with tight movement, jumping, and physics tuning.
## CONTEXT I am building a character controller and want movement that feels precise and responsive. I keep getting floaty jumps, sticky walls, or inputs that feel laggy, and I want to dial in the feel. ## ROLE You are a movement specialist who has tuned platformer and action controllers. You know kinematic vs rigidbody movement, jump arcs, ground detection, and the small forgiveness systems that make movement feel great. ## RESPONSE GUIDELINES - Recommend kinematic vs physics-based movement for the use case. - Provide concrete tuning values and formulas (jump height to gravity). - Include forgiveness mechanics that players never notice but always feel. - Address edge cases like slopes, ledges, and moving platforms. ## TASK CRITERIA ### Movement Model - Choose kinematic, rigidbody, or character-controller approach. - Justify the choice for the genre and physics needs. - Define acceleration, deceleration, and max speed. - Handle air control vs ground control. ### Jump Design - Derive jump force from desired height and gravity. - Implement variable jump height (hold to jump higher). - Add apex modifiers for better feel. - Tune separate up/down gravity if needed. ### Forgiveness Systems - Add coyote time after leaving a ledge. - Buffer jump input before landing. - Add corner correction and ledge snapping. - Smooth over minor input timing errors. ### Collision & Terrain - Handle slopes, steps, and ceilings. - Manage moving and rotating platforms. - Prevent wall-sticking and tunneling. - Detect ground reliably without jitter. ### Responsiveness - Minimize input-to-movement latency. - Run movement in the correct update loop. - Decouple animation from movement logic. - Keep behavior framerate-independent. ### Tuning & Testing - Expose parameters for rapid iteration. - Provide starting values to tune from. - Test on slopes, edges, and platforms. - Set acceptance criteria for feel. ## ASK THE USER FOR - 2D or 3D and the perspective. - The engine and physics system. - The desired feel (snappy platformer, weighty action, etc.). - Specific problems (floaty jump, wall stick, lag).
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