Rate of acceleration in m/s². Higher = snappier movement.
Multiplier (0-1) for movement control while airborne. 0 = no air control, 1 = full control.
Whether to automatically climb steps up to stepHeight.
Total height of the capsule collider in meters. Affects standing height.
Horizontal radius of the capsule collider in meters. Affects width of character.
"Coyote time" in seconds after leaving ground edge that a jump is still allowed. Improves feel.
Rate of deceleration in m/s². Higher = faster stopping.
Local gravity multiplier. >1 = faster falling, <1 = floaty, moon-like.
Raycast distance in meters for ground detection. Should be slightly larger than skin width.
"Jump buffer time" in seconds to remember a jump input before landing. Improves responsiveness.
Vertical impulse applied on jump in Newtons. Higher = higher jump.
Mass of the character in kilograms. Affects momentum and impact forces.
Maximum number of consecutive jumps (multi-jump). 1 = single jump only.
Maximum walking speed in meters per second.
Collision skin width in meters. Small buffer to prevent clipping into walls.
Whether to slide down slopes steeper than slopeLimit.
Maximum walkable slope angle in radians. Steeper slopes cause sliding. Default: PI/4 (45°).
Distance in meters to snap character down to ground for stable slope walking.
Maximum height in meters of a step the character can automatically climb.
Advanced character controller configuration for responsive player movement. Fine-tune walking, jumping, ground detection, and slope behavior for FPS, third-person, or platformer games.
Example