Install
$ agentstack add skill-summerengine-summer-engine-agent-fps-controller ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
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(parent="./World", type="CharacterBody3D", name="Player")
summer_set_prop(path="./World/Player", key="position", value="Vector3(0, 1, 0)")
3. Add the collision shape (standalone resource, NOT inline)
summer_add_node(parent="./World/Player", type="CollisionShape3D", name="Collision")
summer_set_prop(path="./World/Player/Collision", key="shape", value="CapsuleShape3D")
summer_set_resource_property(nodePath="./World/Player/Collision", resourceProperty="shape", subProperty="radius", value="0.4")
summer_set_resource_property(nodePath="./World/Player/Collision", resourceProperty="shape", subProperty="height", value="1.8")
summer_set_prop with a class-name string creates a standalone sub-resource. NEVER call summer_set_resource_property against an inline sub_resource — the value is silently dropped. See references/mcp-tools-reference.md.
4. Add the Head pivot + Camera
summer_add_node(parent="./World/Player", type="Node3D", name="Head")
summer_set_prop(path="./World/Player/Head", key="position", value="Vector3(0, 1.6, 0)")
summer_add_node(parent="./World/Player/Head", type="Camera3D", name="Camera")
Eye height of 1.6 sits the camera right at the top of a 1.8-tall capsule (capsule center 0.9, plus 0.7 to the eye). Tweak per art style.
5. InputMap actions
summer_input_map_bind(name="move_forward", events=[{type:"key", key:"W"}])
summer_input_map_bind(name="move_back", events=[{type:"key", key:"S"}])
summer_input_map_bind(name="move_left", events=[{type:"key", key:"A"}])
summer_input_map_bind(name="move_right", events=[{type:"key", key:"D"}])
summer_input_map_bind(name="jump", events=[{type:"key", key:"Space"}])
summer_input_map_bind(name="sprint", events=[{type:"key", key:"Shift"}])
6. Attach the controller script
Ask before writing: "May I create scripts/player_controller.gd and attach it to ./World/Player?" Then Write the file with the skeleton in the next section, attach via inspector, and finish with summer_save_scene + summer_get_script_errors.
Physics-Process Flow (the order matters)
Each frame, _physics_process runs these steps in this exact order. Reordering breaks specific edge cases — they are flagged inline.
- Subtract last frame's external velocity contribution. If you skip this, knockback and explosions accumulate forever.
- Apply gravity (asymmetric — heavier when falling).
- Update coyote timer. Reset to full when grounded, tick down when airborne.
- Update jump buffer + fire jump if both timers are active. Clearing the buffer on press-instead-of-fire is the bug everyone makes.
- Read input, build wish-direction in worldspace by rotating the local 2D input through
transform.basis. - Pick acceleration / friction based on grounded state, then
move_towardthe horizontal velocity towardwish_dir * target_speed. - Apply external velocity, save it for next-frame subtraction, decay it via
move_toward(0, damping * delta). move_and_slide()— last, after everything else has settledvelocity.
The skeleton below implements this exactly.
GDScript Skeleton (drop into scripts/player_controller.gd)
class_name PlayerController
extends CharacterBody3D
# Movement tunables — the canonical defaults. Tweak in inspector, don't fork the script.
@export var walk_speed: float = 5.0
@export var sprint_speed: float = 8.0
@export var jump_velocity: float = 5.5 # ~1.5m peak with default gravity
@export var gravity: float = 20.0 # heavier than Earth — feels better
@export var fall_gravity_multiplier: float = 1.4 # snappier descent than ascent
# Acceleration model — separate ground/air so air control feels real, not on/off.
@export var ground_accel: float = 80.0
@export var ground_friction: float = 90.0
@export var air_accel: float = 25.0 # ~30% of ground — Quake-ish, not Mario
@export var air_friction: float = 5.0
# Grace timers — the difference between "feels tight" and "feels broken".
@export var coyote_time: float = 0.1 # jump-after-walking-off-ledge window
@export var jump_buffer_time: float = 0.1 # press-just-before-landing window
# Camera.
@export_range(0.0001, 0.01) var mouse_sensitivity: float = 0.002
@export var pitch_min: float = -1.4 # ~-80°
@export var pitch_max: float = 1.4 # ~+80°
# External-velocity damping — knockback / explosions / conveyor belts decay over time.
@export var external_damping: float = 8.0
@onready var head: Node3D = $Head
@onready var camera: Camera3D = $Head/Camera
# Internal state.
var _coyote_timer: float = 0.0
var _jump_buffer_timer: float = 0.0
var _was_on_floor: bool = false
# External velocity accumulator. Any system can push the player by adding to this;
# we apply it, then decay it. Keeps designer-driven forces from fighting input.
var external_velocity: Vector3 = Vector3.ZERO
var _prev_external_applied: Vector3 = Vector3.ZERO
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
rotate_y(-event.relative.x * mouse_sensitivity)
head.rotate_x(-event.relative.y * mouse_sensitivity)
head.rotation.x = clamp(head.rotation.x, pitch_min, pitch_max)
elif event.is_action_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _physics_process(delta: float) -> void:
# 1. Strip last frame's external contribution so it doesn't compound with input.
velocity -= _prev_external_applied
# 2. Gravity (asymmetric — falling faster than rising feels better).
if not is_on_floor():
var g := gravity * (fall_gravity_multiplier if velocity.y 0.0 and _coyote_timer > 0.0:
velocity.y = jump_velocity
_jump_buffer_timer = 0.0
_coyote_timer = 0.0
# 5. Build wish-direction in worldspace from camera yaw.
var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var wish_dir := (transform.basis * Vector3(input_v.x, 0.0, input_v.y))
wish_dir.y = 0.0
wish_dir = wish_dir.normalized() if wish_dir.length() > 0.001 else Vector3.ZERO
# 6. Pick speed + accel/friction based on grounded state.
var target_speed := sprint_speed if Input.is_action_pressed("sprint") else walk_speed
var accel := ground_accel if is_on_floor() else air_accel
var friction := ground_friction if is_on_floor() else air_friction
var horiz := Vector3(velocity.x, 0.0, velocity.z)
if wish_dir.length() > 0.0:
# Accelerate toward wish_dir at `accel` units/sec — not instant snap.
horiz = horiz.move_toward(wish_dir * target_speed, accel * delta)
else:
# No input — decelerate via friction.
horiz = horiz.move_toward(Vector3.ZERO, friction * delta)
velocity.x = horiz.x
velocity.z = horiz.z
# 7. Apply external velocity, remember it for next-frame subtraction, decay it.
velocity += external_velocity
_prev_external_applied = external_velocity
external_velocity = external_velocity.move_toward(Vector3.ZERO, external_damping * delta)
_was_on_floor = is_on_floor()
move_and_slide()
# Public API for other systems — knockback, explosions, jump pads, conveyor belts, etc.
func add_external_velocity(impulse: Vector3) -> void:
external_velocity += impulse
Property Reference
| Property | Default | Why | |---|---|---| | walk_speed | 5.0 | Standard FPS pace; feels right at 80–90° FOV. | | sprint_speed | 8.0 | ~60% faster — noticeable without trivializing distances. | | jump_velocity | 5.5 | ~1.5m apex — clears typical step + crate heights. | | gravity | 20.0 | Heavier than 9.8 — game-feel default, not realism. | | fall_gravity_multiplier | 1.4 | Snappier descent than ascent (variable-jump-feel staple). | | ground_accel / ground_friction | 80 / 90 | Crisp start, near-instant stop. | | air_accel / air_friction | 25 / 5 | Reduced air control + minimal air drag. | | coyote_time | 0.1 | Standard 0.08–0.15s grace — invisible to players, fixes 60% of "unfair death" complaints. | | jump_buffer_time | 0.1 | Same window the other direction. | | mouse_sensitivity | 0.002 | Default raw multiplier; expose via settings. | | external_damping | 8.0 | Knockback decays over ~0.5s. |
Why Each Feature Matters
Coyote time (~0.1s) — Players judge ledges by what they see, not by frame-perfect collision. A small grace period after walking off a ledge where jump still works fixes the "I jumped right at the edge and died unfairly" complaint that breaks 60% of new players' tutorials. Cost: 3 lines. Industry-standard window is 0.08–0.15s — short enough to be invisible, long enough to mask the imprecision of human reaction time.
Jump buffering (~0.1s) — Pressing jump 50ms before landing should not be punished. Buffer the input for ~0.1s and fire on touchdown. Without this, fast-moving players feel like the controller "ate their input" — they pressed jump, they saw nothing happen, they blame the game. With it, every "near-miss" jump becomes a successful one. Cost: 4 lines.
Air control with reduced acceleration (~30% of ground) — Zero air control feels like ice; the player commits to a direction at jump-takeoff and can't course-correct. Full air control feels like a Unity tutorial; momentum is meaningless and a strafe-jump cancels itself. The shipping FPS standard sits around 25–30% of ground accel: enough to course-correct mid-jump, not enough to cancel realistic momentum. The move_toward formulation lets designers tune this with one number — air_accel — without forking code.
External velocity accumulator — Knockback, explosions, jump pads, conveyor belts, wind volumes, and grapple-yanks must not fight player input. Storing them in a separate external_velocity, applying once per frame, and decaying via move_toward(0, damping * delta) means an explosion shoves the player and then control returns smoothly — no "stuck at terminal velocity" or "input cancels the punch" bugs. The subtract-previous-contribution trick (line 1 of _physics_process) is the production fix that prevents accumulation when the player is also sprinting; it's the kind of detail you only learn by shipping multiplayer. Public API (add_external_velocity) means any system — AOE attack, jump pad scene, grapple ability — can shove the player with one call, no coupling.
Acceleration / friction via move_toward — Setting velocity.x = direction.x * speed is the AI-tutorial pattern: instant snap to target, instant snap to zero. Real controllers ramp up and ramp down. move_toward(target, rate * delta) gives four separate knobs (ground_accel, ground_friction, air_accel, air_friction) so designers can dial in "snappy military shooter" (high both) vs "floaty arena shooter" (high accel, low friction) without rewriting code. This is the single biggest reason a controller built from this skeleton feels like a real shipped FPS instead of a prototype.
Tuning By Feel — Recipe Cards
Once the skeleton is in, designers tune by feel. Common targets:
Snappy military shooter (industry-standard FPS feel):
walk_speed = 5.5,sprint_speed = 8.0ground_accel = 90,ground_friction = 100air_accel = 20,air_friction = 4jump_velocity = 5.0,gravity = 22,fall_gravity_multiplier = 1.5coyote_time = 0.08,jump_buffer_time = 0.08
Floaty arena shooter (longer airtime, more air control):
walk_speed = 6.5,sprint_speed = 10.0ground_accel = 60,ground_friction = 60air_accel = 35,air_friction = 2(low air friction = momentum preserved)jump_velocity = 7.0,gravity = 16,fall_gravity_multiplier = 1.2
Heavy / tactical (slower, more committed):
walk_speed = 4.0,sprint_speed = 6.0ground_accel = 50,ground_friction = 60air_accel = 12,air_friction = 6jump_velocity = 4.5,gravity = 24
The skeleton doesn't change — only the @export defaults. That's the point of typed exports.
Common Issues
- Controller feels stiff or instant — verify
ground_accelandground_frictionare not absurdly high (>500). If they are,move_towardsaturates in one frame and you get the snap-to-target behaviour you were trying to avoid. - Controller feels mushy / slidey —
ground_frictionis too low (under 30). Crank to 80–120 for crisp stops. - Jump occasionally fails near ledges — coyote isn't being reset on landing. Confirm the
is_on_floor()branch in step 3 runs before the buffer-fires branch in step 4. - Pressing jump just before landing does nothing —
_jump_buffer_timeris being decremented to zero before the player touches floor. The buffer must NOT be cleared by anything except a successful jump. - Knockback compounds forever —
_prev_external_appliedisn't being subtracted. Step 1 of_physics_processMUST run before gravity, or external impulses pile up frame after frame. - Knockback decays too fast / too slow — tune
external_damping.8.0decays a 5 m/s impulse to near-zero in ~0.6s. Lower = longer hangtime. - Air control feels like ice OR like a Unity tutorial —
air_accelis the only knob. Industry-standard is 20–30% ofground_accel. Zero = ice. Equal = arcade-y. The shipping FPS standard sits around 25. - Camera tilts on slopes — pitch is on the body instead of the Head. Pitch only on
Head; yaw only onPlayer. - Camera rolls when looking around — you're calling
rotate_xon something that's already rotated on Y. Fix: only ever rotate Y on Player and X on Head, never combine. - Mouse look doesn't work —
Input.mouse_modeisn't set toMOUSE_MODE_CAPTURED, or another node is consuming_inputbefore this script. Use_unhandled_inputto be a good citizen. - Mouse look feels laggy at low FPS — sensitivity is being applied in
_physics_process. Mouse-motion handling MUST stay in_inputor_unhandled_input— those fire per-event, not per-physics-tick. - Falling through floor — floor needs a StaticBody3D + CollisionShape3D on the same physics layer as the player.
- Camera clipping geometry — push
Camera.nearto ~0.05 or shrink the capsule radius slightly. - Player jitters on slopes / stairs — enable
floor_snap_length = 0.5andfloor_max_angle = 0.785(~45°) on the CharacterBody3D. Out of scope for this skeleton; see the character-body-tuning skill when it ships.
Networking Note
For multiplayer, two viable patterns:
- Server-authoritative (the open-source-friendly path): gate physics with `if not mu
…
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: SummerEngine
- Source: SummerEngine/summer-engine-agent
- License: MIT
- Homepage: https://summerengine.com/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.