character-controller

character-controller is a skill for Claude Code from XeldarAlz/everything-claude-unity. It costs 44 tokens per session (3,660 once invoked), scanned A, original, MIT.

A Unity movement reference for 2D and 3D characters, including forgiving jumps, buffered input, wall movement, dashes, slopes, stairs, and camera-relative movement.

In plain words
What is it for?
Use it to implement platformer movement, action-game movement, jumping, wall slides and jumps, dashing, slope handling, stair movement, and camera-based controls.
Why use it?
It helps avoid common movement problems and makes controls respond consistently when players mistime inputs or move across uneven terrain.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the everything-claude-unity plugin — 42 skills, 27 commands, 20 agents, 5 hooks shipped together

Good fit Use it to implement platformer movement, action-game movement, jumping, wall slides and jumps, dashing, slope handling, stair movement, and camera-based controls.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xeldaralz/everything-claude-unity/character-controller
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.

Any agent
npx skills add XeldarAlz/everything-claude-unity --skill character-controller
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 42 skills, 27 commands, 20 agents, 5 hooks.

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 character-controller

README.md
[![agentmods](https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/character-controller/github.svg)](https://agentmods.dev/skills/xeldaralz/everything-claude-unity/character-controller)
Your own site
<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/character-controller"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/character-controller/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for character-controller

Your own site · 80×15
<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/character-controller"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/character-controller.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,660 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00044 $0.03660
Opus 5 $0.00022 $0.01830
Sonnet 5 $0.00009 $0.00732
Haiku 4.5 $0.00004 $0.00366

Measured 6d ago against content hash c6b5fb0beb97, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

character-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 6d 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.

.claude/skills/gameplay/character-controller/SKILL.md · 509 lines

How it starts

The opening of the file, as written. The whole thing — 509 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Character Controller Patterns

Comprehensive reference for building responsive, game-feel-polished character controllers in Unity. Covers both 2D platformer and 3D action game patterns.

2D Character Controller

Ground Detection

Use an overlap circle at the character's feet rather than relying on collision callbacks. This gives frame-accurate ground state.

[Header("Ground Check")]
[SerializeField] private Transform groundCheckPoint;
[SerializeField] private float groundCheckRadius = 0.15f;
[SerializeField] private LayerMask groundLayer;

private bool _isGrounded;

private void CheckGround()
{
    _isGrounded = Physics2D.OverlapCircle(
        groundCheckPoint.position,
        groundCheckRadius,
        groundLayer
    );
}

Place groundCheckPoint as a child transform at the bottom of the character sprite. Keep the radius small to avoid false positives on walls.

Coyote Time

Allow the player to jump for a brief window after walking off a ledge. This forgives slight mistiming and makes platforming feel generous rather than punishing.

[Header("Coyote Time")]
[SerializeField] private float coyoteTimeDuration = 0.1f;

private float _coyoteTimeCounter;

private void Update()
{
    if (_isGrounded)
    {
        _coyoteTimeCounter = coyoteTimeDuration;
    }
    else
    {
        _coyoteTimeCounter -= Time.deltaTime;
    }

    if (_jumpPressed && _coyoteTimeCounter > 0f)
    {
        ExecuteJump();
        _coyoteTimeCounter = 0f; // Consume coyote time
    }
}

A typical value is 0.08 to 0.15 seconds. Higher feels more forgiving; lower feels tighter. Playtest to find the sweet spot for your game's pace.

Input Buffering

Queue a jump input so it fires the moment the player lands, even if they pressed the button a few frames early. Combined with coyote time, this eliminates most "I pressed jump but nothing happened" complaints.

[Header("Input Buffering")]
[SerializeField] private float jumpBufferDuration = 0.12f;

private float _jumpBufferCounter;

private void Update()
{
    // Buffer the input
    if (_jumpPressedThisFrame)
    {
        _jumpBufferCounter = jumpBufferDuration;
    }
    else
    {
        _jumpBufferCounter -= Time.deltaTime;
    }

    // Consume buffer when grounded (or in coyote time)
    if (_jumpBufferCounter > 0f && _coyoteTimeCounter > 0f)
    {
        ExecuteJump();
        _jumpBufferCounter = 0f;
        _coyoteTimeCounter = 0f;
    }
}

Read the full file on GitHub · 509 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. 6d ago First seen · 509 lines · 44 tokens per session scan A c6b5fb0beb97

Subscribe to this mod's changes

character-controller is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 44 tokens to every session and 3,660 once invoked, about $0.0002 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 2026-09-03.

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