godot-characterbody-2d
godot characterbody 2d
SKILL.md
Full skill instructions
CharacterBody2D Implementation
Expert guidance for player-controlled 2D movement using Godot's physics system.
NEVER Do
- NEVER use
RigidBody2Dfor standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always useCharacterBody2D. - NEVER multiply
velocitybydeltabeforemove_and_slide()—move_and_slide()handles delta internally. Manual multiplication makes movement framerate-dependent [12]. - NEVER use
global_positionupdates for movement — Usevelocityandmove_and_slide(). Direct position updates bypass collision detection and floor snapping. - NEVER ignore the return value of
move_and_slide()— While optional, checkingis_on_floor()orget_last_motion()immediately after is critical for state logic. - NEVER rely on default
floor_snap_lengthfor fast stair-climbing — Default snapping is too small for high-velocity characters. Use custom raycast-based stair logic for smooth transitions. - NEVER apply gravity while
is_on_floor()is true — Constant downward force on the floor can cause "micro-jitter" or prevent floor-snap from working correctly. Resetvelocity.yto 0 or a small constant. - NEVER use
Area2Dfor ground detection — Real collisions (rays/shapecasts) are more precise.is_on_floor()is highly optimized; only augment it if necessary. - NEVER forget Ceiling Bonk detection — If you don't reset
velocity.yto 0 whenis_on_ceiling(), the player will "float" against the ceiling until gravity pulls them down. - NEVER use high-precision physics for pixel art visuals — Keep physics math high-precision, but round your Sprite nodal positions in
_processto avoid visual sub-pixel jitter. - NEVER use
queue_free()on characters every frame — Use object pooling for bullets or enemies to avoid SceneTree performance spikes.
Godot 4.7: CharacterBody2D
- Jolt 3D changes do not apply to 2D, but one-way direction on
CollisionShape2Daffects platformer feel — align with movement normals.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
frame_perfect_coyote_time.gd
Professional platformer mechanics: Coyote Time (jump after fall) and Input Buffering.
slope_stair_snapping.gd
Advanced procedural stair-climbing and smooth slope snapping logic.
variable_jump_height.gd
Customizable 'Short Hop' vs 'Full Jump' implementation based on input duration.
wall_slide_jump_refined.gd
Responsive Wall Slide and Wall Jump mechanics with proper push-back forces.
dash_state_controller.gd
State-based dash logic with invincibility frames and customizable cooldowns.
subpixel_movement_rounding.gd
Expert pattern for maintaining pixel-perfect visuals in low-res games while keeping smooth physics.
performance_character_pooling.gd
Logic for optimizing 100+ active characters using visibility-based physics toggling.
impulse_response_handler.gd
Expert handling of external forces (Knockback, Blow-back, Wind) integrated with move_and_slide.
aerial_drift_acceleration.gd
Precise air control and acceleration logic for professional platformer feel.
ceiling_bonk_detection.gd
Fixing 'sticky head' syndrome by correctly handling vertical momentum on ceiling hits.
expert_physics_2d.gd
Complete platformer movement with coyote time, jump buffering, smooth acceleration/friction, and sub-pixel stabilization. Uses move_toward for precise control.
dash_controller.gd
Frame-perfect dash with I-frames, cooldown, and momentum preservation.
wall_jump_controller.gd
Wall slide, cling, and directional wall jump with auto-correction.
Do First: Read expert_physics_2d.gd for platformer foundation before adding dash/wall-jump.
When to Use CharacterBody2D
Use CharacterBody2D For:
- Player characters (platformer, top-down, side-scroller)
- NPCs with custom movement logic
- Enemies with non-physics-based movement
Use RigidBody2D For:
- Physics-driven objects (rolling boulders, vehicles)
- Objects affected by forces and impulses
Platformer Movement Pattern
Basic Platformer Controller
extends CharacterBody2D
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
# Get the gravity from the project settings
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get input direction
var direction := Input.get_axis("move_left", "move_right")
# Apply movement
if direction:
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
move_and_slide()
Advanced Platformer with Coyote Time & Jump Buffer
extends CharacterBody2D
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
const ACCELERATION := 1500.0
const FRICTION := 1200.0
const AIR_RESISTANCE := 200.0
# Coyote time: grace period after leaving platform
const COYOTE_TIME := 0.1
var coyote_timer := 0.0
# Jump buffering: remember jump input slightly before landing
const JUMP_BUFFER_TIME := 0.1
var jump_buffer_timer := 0.0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y += gravity * delta
coyote_timer -= delta
else:
coyote_timer = COYOTE_TIME
# Jump buffering
if Input.is_action_just_pressed("jump"):
jump_buffer_timer = JUMP_BUFFER_TIME
else:
jump_buffer_timer -= delta
# Jump (with coyote time and buffer)
if jump_buffer_timer > 0 and coyote_timer > 0:
velocity.y = JUMP_VELOCITY
jump_buffer_timer = 0
coyote_timer = 0
# Variable jump height
if Input.is_action_just_released("jump") and velocity.y < 0:
velocity.y *= 0.5
# Movement with acceleration/friction
var direction := Input.get_axis("move_left", "move_right")
if direction:
velocity.x = move_toward(velocity.x, direction * SPEED, ACCELERATION * delta)
else:
var friction_value := FRICTION if is_on_floor() else AIR_RESISTANCE
velocity.x = move_toward(velocity.x, 0, friction_value * delta)
move_and_slide()
Top-Down Movement Pattern
8-Directional Top-Down
extends CharacterBody2D
const SPEED := 200.0
const ACCELERATION := 1500.0
const FRICTION := 1000.0
func _physics_process(delta: float) -> void:
# Get input direction (normalized for diagonal movement)
var input_vector := Input.get_vector(
"move_left", "move_right",
"move_up", "move_down"
)
if input_vector != Vector2.ZERO:
# Accelerate toward target velocity
velocity = velocity.move_toward(
input_vector * SPEED,
ACCELERATION * delta
)
else:
# Apply friction
velocity = velocity.move_toward(
Vector2.ZERO,
FRICTION * delta
)
move_and_slide()
Top-Down with Rotation (Tank Controls)
extends CharacterBody2D
const SPEED := 200.0
const ROTATION_SPEED := 3.0
func _physics_process(delta: float) -> void:
# Rotation
var rotate_direction := Input.get_axis("rotate_left", "rotate_right")
rotation += rotate_direction * ROTATION_SPEED * delta
# Forward/backward movement
var move_direction := Input.get_axis("move_backward", "move_forward")
velocity = transform.x * move_direction * SPEED
move_and_slide()
Collision Handling
Detecting Floor/Walls/Ceiling
func _physics_process(delta: float) -> void:
move_and_slide()
if is_on_floor():
print("Standing on ground")
if is_on_wall():
print("Touching wall")
if is_on_ceiling():
print("Hitting ceiling")
Get Collision Information
func _physics_process(delta: float) -> void:
move_and_slide()
# Process each collision
for i in get_slide_collision_count():
var collision := get_slide_collision(i)
print("Collided with: ", collision.get_collider().name)
print("Collision normal: ", collision.get_normal())
# Example: bounce off walls
if collision.get_collider().is_in_group("bouncy"):
velocity = velocity.bounce(collision.get_normal())
One-Way Platforms
extends CharacterBody2D
func _physics_process(delta: float) -> void:
# Allow falling through platforms by pressing down
if Input.is_action_pressed("move_down") and is_on_floor():
position.y += 1 # Move slightly down to pass through
velocity.y += gravity * delta
move_and_slide()
Movement States with State Machine
extends CharacterBody2D
enum State { IDLE, RUNNING, JUMPING, FALLING, DASHING }
var current_state := State.IDLE
var dash_velocity := Vector2.ZERO
const DASH_SPEED := 600.0
const DASH_DURATION := 0.2
var dash_timer := 0.0
func _physics_process(delta: float) -> void:
match current_state:
State.IDLE:
_state_idle(delta)
State.RUNNING:
_state_running(delta)
State.JUMPING:
_state_jumping(delta)
State.FALLING:
_state_falling(delta)
State.DASHING:
_state_dashing(delta)
func _state_idle(delta: float) -> void:
velocity.x = move_toward(velocity.x, 0, FRICTION * delta)
if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right"):
current_state = State.RUNNING
elif Input.is_action_just_pressed("jump"):
current_state = State.JUMPING
move_and_slide()
func _state_dashing(delta: float) -> void:
dash_timer -= delta
velocity = dash_velocity
if dash_timer <= 0:
current_state = State.IDLE
move_and_slide()
Best Practices
1. Use Constants for Tuning
# ✅ Good - easy to tweak
const SPEED := 300.0
const JUMP_VELOCITY := -400.0
# ❌ Bad - magic numbers
velocity.x = 300
velocity.y = -400
2. Use @export for Designer Control
@export var speed: float = 300.0
@export var jump_velocity: float = -400.0
@export_range(0, 2000) var acceleration: float = 1500.0
3. Separate Movement from Animation
func _physics_process(delta: float) -> void:
_handle_movement(delta)
_handle_animation()
move_and_slide()
func _handle_movement(delta: float) -> void:
# Movement logic only
pass
func _handle_animation() -> void:
# Animation state changes only
if velocity.x > 0:
$AnimatedSprite2D.flip_h = false
elif velocity.x < 0:
$AnimatedSprite2D.flip_h = true
4. Use Floor Detection Parameters
func _ready() -> void:
# Set floor parameters
floor_max_angle = deg_to_rad(45) # Max slope angle
floor_snap_length = 8.0 # Distance to snap to floor
motion_mode = MOTION_MODE_GROUNDED # Vs MOTION_MODE_FLOATING
Common Gotchas
Issue: Character slides on slopes
# Solution: Increase friction
const FRICTION := 1200.0
Issue: Character stutters on moving platforms
# Solution: Enable platform snap
func _physics_process(delta: float) -> void:
move_and_slide()
# Snap to platform velocity
if is_on_floor():
var floor_velocity := get_platform_velocity()
velocity += floor_velocity
Issue: Double jump exploit
# Solution: Track if jump was used
var can_jump := true
func _physics_process(delta: float) -> void:
if is_on_floor():
can_jump = true
if Input.is_action_just_pressed("jump") and can_jump:
velocity.y = JUMP_VELOCITY
can_jump = false
Expert Character Architectures
1. Wall Cling (Variable Friction)
To implement a professional "Wall Cling" or "Wall Slide," monitor is_on_wall() while the character is falling. Instead of a binary state, apply a friction scalar to the velocity.y to allow for varying slide speeds based on player input or surface types (Custom Data).
class_name WallClingController extends CharacterBody2D
## Implements variable friction wall-clinging.
@export var wall_friction: float = 0.15
@export var gravity: float = 980.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
# Apply cling friction if moving against a wall and falling.
if is_on_wall() and velocity.y > 0:
velocity.y *= wall_friction
move_and_slide()
2. Animation-Driven Movement (Root Motion)
For pixel-perfect animation/physics synchronization, use the AnimationTree root motion API. Retrieve the motion delta from the animation track using get_root_motion_position() and apply it to the character's velocity. This ensures that the character's feet never slide across the ground during complex movement cycles.
class_name RootMotionController2D extends CharacterBody2D
## Synchronizes physics displacement with AnimationTree root motion.
@export var animation_tree: AnimationTree
func _physics_process(delta: float) -> void:
# 1. Retrieve the 3D root motion delta (standardized API).
var root_motion: Vector3 = animation_tree.get_root_motion_position()
# 2. Convert the 3D delta to a 2D velocity vector.
var motion_2d := Vector2(root_motion.x, root_motion.z)
velocity = motion_2d / delta
move_and_slide()
3. Game-Feel Profiler (Jump Arcs)
To debug and polish platforming "feel," implement a real-time trajectory profiler. Use the CanvasItem._draw() callback to plot the character's historical positions as a polyline. This allows you to visualize jump arcs, apex duration, and buffer windows to ensure the movement matches the intended design.
class_name GameFeelProfiler extends Node2D
## Visualizes character jump arcs and velocity vectors for debugging.
@export var character: CharacterBody2D
var _points: PackedVector2Array = []
func _process(_delta: float) -> void:
if not character: return
# Capture global position relative to the debugger's origin.
_points.append(character.global_position - global_position)
if _points.size() > 100: _points.remove_at(0)
queue_redraw()
func _draw() -> void:
if _points.size() < 2: return
# Draw the jump arc as a persistent polyline.
draw_polyline(_points, Color.CYAN, 2.0, true)
# Draw current velocity vector.
draw_line(_points[-1], _points[-1] + character.velocity * 0.1, Color.YELLOW, 3.0)
Reference
Related
- Master Skill: godot-master
