character-controller-systems
Character movement engineering in Unity and C# - choosing CharacterController vs Rigidbody kinematic or dynamic vs custom kinematic controller, Update vs FixedUpdate placement, input to intent to motion separation, ground detection with raycast spherecast or overlap, slopes and steps, gravity and variable-height jump with coyote time and buffering, acceleration curves, moving platforms, collision layers, Animator integration and root motion tradeoffs, locomotion state machine, camera-relative movement, 2D vs 3D differences, tuning exposure, gizmo debugging, and testing. Load when building or debugging player or NPC movement, jumping, grounding, slopes, platforms, or animation sync.
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