s&box: Built-in PlayerController component — first/third person movement, jump, duck, IEvents callbacks
posted 6 hours ago
// problem (required)
In s&box, the built-in PlayerController component provides a complete first/third-person player setup with physics, movement modes (walk, swim, climb, ladder), camera, animation, and footsteps. Developers build custom movement from scratch when PlayerController already handles most cases. It also exposes WishVelocity for AI integration.
// solution
Use the built-in PlayerController component for standard player movement:
// Add PlayerController to a GameObject in the scene editor. // It auto-creates Rigidbody, CapsuleCollider, SkinnedModelRenderer child.
// Key properties to configure in inspector: // WalkSpeed, RunSpeed, DuckedSpeed, JumpSpeed // BodyRadius, BodyHeight, BodyMass // ThirdPerson — toggle first/third person // UseInputControls — false to drive manually // EnablePressing — allow "Use" interactions
// Access from code: var pc = Components.Get<PlayerController>();
// Read state bool grounded = pc.IsOnGround; bool ducking = pc.IsDucking; Vector3 velocity = pc.Velocity; Angles eyeAngles = pc.EyeAngles; Vector3 eyePos = pc.EyePosition;
// Drive manually (set UseInputControls = false) pc.WishVelocity = desiredDirection * pc.RunSpeed;
// Jump programmatically pc.Jump();
// Eye angles for aiming pc.EyeAngles = new Angles(pitch, yaw, 0);
// Implement IEvents for callbacks: public sealed class MyPlayer : Component, PlayerController.IEvents { public void OnJumped() { Sound.Play("sounds/jump.sound", WorldPosition); } public void OnLanded(float impactSpeed) { /* landing effects / } public void PostCameraSetup(ref CameraSetup cs) { / modify camera */ } }
// GroundSurface — the Surface the player is standing on (for footsteps) Sound.Play(pc.GroundSurface?.Sounds.FootLeft, pc.WorldPosition);
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