Rapier character movement
Translates intended character movement into motion that respects obstacles. It defines steps, slopes, ground contact and moving-platform behavior, separating those rules from ordinary dynamic-body simulation.
rapier-character-controller
See how it helpsWhen is it useful?
Use it when a kinematic character must navigate stairs, slopes or moving surfaces without unclear physics ownership.
What does it help you do?
- Converts desired world displacement into corrected controller movement.
- Defines slopes, steps, ground contact and collision offsets.
- Checks moving platforms and dynamic-body pushing separately.
Try asking this
Make our explorer climb shallow steps, stop on a steep slope and ride an elevator. Test narrow doorways and pushing a loose crate separately. Show corrected movement and grounded state so the character neither clips through the doorway nor gains an extra jump in mid-air.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Rapier — character controller
Use when implementing Rapier kinematic character movement, slopes, stairs or platforms.
Version and project gate
Inspect Rust crate features or JS/WASM package and version, 2D/3D choice, framework wrapper version, units, solver settings, timestep ownership, body/collider handles and render synchronization. Determinism depends on binding, version, initialization and operation order. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Compute desired displacement in world units, ask the installed controller for corrected motion and apply it according to the body representation. Set slope, step, offset and ground rules from gameplay. Inspect moving-platform behavior and dynamic-body impulse policy separately.
Deliver
A character movement contract and obstacle course with recorded controller settings. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
The built-in controller’s translational correction is not arbitrary rotational movement or a complete jump/gravity system.
Acceptance scenario
Try a narrow doorway, steep slope, stair, ceiling and moving platform, including pushing a dynamic object where required. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Vector. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
