fps-controller

fps-controller is a skill for Claude Code, Codex from SummerEngine/summer-engine-agent. It costs 89 tokens per session (5,837 once invoked), scanned A, original, MIT.

A setup workflow for a first-person 3D player controller in Summer Engine. It covers keyboard movement, mouse look, jumping, air movement, and forces that affect the player.

In plain words
What is it for?
Use it when building an FPS or another first-person game where a character must walk, look around, jump, and react to external forces.
Why use it?
It provides the movement rules needed for a responsive first-person game, including forgiving jumps near platform edges and after input delays.

Skill for Claude CodeCodex

Part of the summer plugin — 51 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/summerengine/summer-engine-agent/fps-controller
Any agent
npx skills add SummerEngine/summer-engine-agent --skill fps-controller
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code, Codex.

Or install summer, the plugin that ships this one along with the rest of its 51 skills, 2 commands, 2 hooks, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for fps-controller

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/fps-controller.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/fps-controller)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/fps-controller"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/fps-controller.svg" alt="Measured on agentmods" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,837 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00089 $0.05837
Opus 5 $0.00044 $0.02919
Sonnet 5 $0.00018 $0.01167
Haiku 4.5 $0.00009 $0.00584

Measured 4d ago against content hash 065e8b97121e, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

fps-controller scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/character-controllers/fps-controller/SKILL.md · 352 lines

How it starts

The opening of the file, as written. The whole thing — 352 lines — stays where its author put it; the contents beside it link to each section on GitHub.

FPS Controller for Summer Engine

The canonical first-person controller. Coyote time, jump buffering, air control, external-velocity, the works. This is the production minimum for an FPS that doesn't feel like a Unity tutorial — it follows the shipping FPS standard for movement (gravity, grace timers, separate ground/air acceleration, external force accumulator) so the player never says "this feels stiff" or "I jumped right at the edge and died unfairly".

Scene Structure

Player (CharacterBody3D)
├── CollisionShape3D          # CapsuleShape3D, body
├── Head (Node3D)             # yaw is on Player, pitch is on Head — keeps camera roll-free
│   └── Camera3D              # at eye level
└── (optional) RayCast3D      # ground / interaction probe

The Head/Camera split is the industry-standard movement model: yaw rotates the body, pitch rotates only the head. Don't pitch the body or you get tilted capsules and slope-collision bugs.

Step-by-Step Setup via MCP

1. Verify the scene first

Always call summer_get_scene_tree before mutating. If World/Player, World/PlayerOld, or any existing CharacterBody3D is present, ASK the user how to proceed before adding nodes.

2. Add the Player root

summer_add_node(scenePath="res://main.tscn", parent="./World", type="CharacterBody3D", name="Player")
summer_set_prop(scenePath="res://main.tscn", path="./World/Player", key="position", value="Vector3(0, 1, 0)")

3. Add the collision shape and size it

summer_add_node(scenePath="res://main.tscn", parent="./World/Player", type="CollisionShape3D", name="Collision")
summer_set_prop(scenePath="res://main.tscn", path="./World/Player/Collision", key="shape", value="CapsuleShape3D")
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Player/Collision", resourceProperty="shape", subProperty="radius", value="0.4")
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Player/Collision", resourceProperty="shape", subProperty="height", value="1.8")

Read the full file on GitHub · 352 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 352 lines · 89 tokens per session scan A 065e8b97121e

Subscribe to this mod's changes

fps-controller is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed today), licensed MIT. It adds 89 tokens to every session and 5,837 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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