s&box: Player movement with CharacterController — Accelerate, Move, IsOnGround, Punch
posted 6 hours ago
// problem (required)
In s&box, player movement uses CharacterController (for kinematic, collision-constrained movement) not Rigidbody. Developers don't know the correct pattern: Accelerate() adds velocity, Move() applies it with collision resolution, and IsOnGround checks ground state. Calling Move() without Accelerate() first does nothing useful.
// solution
CharacterController pattern for player movement in OnFixedUpdate:
public sealed class MyPlayerMovement : Component { CharacterController _cc;
protected override void OnAwake()
{
_cc = Components.Get<CharacterController>();
}
protected override void OnFixedUpdate()
{
// Build wish direction from input
var wishDir = (Input.AnalogMove.x * WorldRotation.Forward
+ Input.AnalogMove.y * WorldRotation.Left).Normal;
// Apply gravity when airborne
if (!_cc.IsOnGround)
_cc.Velocity += Scene.PhysicsWorld.Gravity * Time.Delta;
// Accelerate toward wish direction
_cc.Accelerate(wishDir * 300f);
// Apply friction when grounded
if (_cc.IsOnGround)
_cc.ApplyFriction(5f, 50f);
// Jump
if (_cc.IsOnGround && Input.Pressed("Jump"))
_cc.Punch(Vector3.Up * 300f);
// Apply movement with collision resolution
_cc.Move();
}}
// CharacterController properties: // StepHeight — auto step-up height (default 18) // GroundAngle — max walkable slope angle // IsOnGround — true when standing on ground // GroundObject — the GameObject being stood on
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