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Character controller

Programming På svenska → Updated: 2026-10-25

A kinematic component that moves a game character through the world with collision but without full rigid-body dynamics, so motion stays precise instead of bouncy.

A crate or barrel driven by rigid-body physics gets impulses, friction and torque — exactly wrong for a player character that must stop on a dime and turn on a single frame. A character controller trades physical accuracy for predictability: it moves a capsule a fixed distance per frame and resolves collisions itself.

The programmer hand-writes gravity, the jump arc and how steep a slope may be climbed, usually on top of collide and slide and a shapecast. Unity calls the component CharacterController, Godot calls it CharacterBody — both are kinematic and ignore any force they weren't explicitly told about.

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