Character-Body

../../../../_images/ui_comp_char_body.png

A kinematic capsule controller for objects that need non-physical movement with manual control over collision response, typically the player or certain enemies.
It handles gravity, capsule sweeps, sliding along walls, stair stepping and floor snapping.
For the runtime workflow (setting velocity and calling moveAndSlide()),
see the dedicated Character Body physics page.

Options

Option

Description

Radius

The capsule radius.

Height

The total capsule height (clamped to at least twice the radius).

Offset

Offset of the capsule center relative to the object’s origin.

Step Height

Maximum obstacle height the body can step over automatically.

Floor Snap Dist.

How far below the feet the body probes to stay attached to the ground when walking down slopes/steps.

Gravity

Downward acceleration applied along the (negated) up direction.

Max Fall Speed

Terminal velocity for falling.

Floor Max Angle

Steepest slope (in degrees) still treated as walkable floor.

Max Slides

How many times per move the body may slide against surfaces before stopping (controls how well it resolves tight corners).

Follow Floor

When enabled, the body sticks to and moves with the floor.

Up Direction

The local “up” vector defining gravity and floor orientation.

Read Mask

The collision layers the body collides against.

Collider Types

What the body collides with:
Mesh Colliders
Collider Bodies
All

Note

The editor viewport visualizes the capsule, the step-height band, and the floor-snap probe. The band whose field you are editing blinks to help you tune it.

See also