character-controller
Character Controller
Build the movement layer of a game — third-person AND first-person, from a
kinematic adventure controller to a momentum FPS. This skill is the
engine-agnostic architecture blueprint: the solver, the movement state
machine, feel numbers, FPS/momentum movement, locomotion animation, build
order, and failure modes. Engine tooling specifics live in the engine
mapping section and the dedicated engine skills
(unity6-aaa-best-practices, ue5-aaa-best-practices).
The default stance: kinematic
Use a kinematic collide-and-slide controller for player characters. This is the AAA consensus (Unity CharacterController/KCC, UE CMC, PhysX CCT): exact designer-authored response, instant stops, no mass/friction leakage into feel, stable on slopes and steps, deterministic and replayable for networking. A force-driven character can't express "stop exactly here" or "ignore this push" without fighting the solver.