Build responsive 2D character controllers with CharacterBody2D and the argument-less
move_and_slide(). Targets Godot 4.7.
move_and_slide() "does nothing", the character sinks through floors, or
is_on_floor() is always false.When not to use: dynamic rigid bodies, areas, raycasts, collision layers →
godot-physics; tile-based levels → godot-tilemap; full platformer game template →
the platformer genre skill; engine-agnostic feel tuning → physics-tuning.
CharacterBody2D with a CollisionShape2D child. It is script-driven: it
does not fall or react to forces on its own.velocity property, then call move_and_slide() (no arguments in 4.x).
The method reads velocity, moves the body, slides along surfaces, and updates
velocity to reflect what actually happened._physics_process(delta) — move_and_slide() uses the physics step's
delta internally, so do not multiply velocity by delta yourself.velocity.y each tick, jump by setting velocity.y
negative when is_on_floor().motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.is_on_floor(), is_on_wall(), get_wall_normal(), and
get_slide_collision(i) after the call.extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`
extends CharacterBody2D
@export var speed := 220.0
func _ready() -> void:
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
func _physics_process(_delta: float) -> void:
# get_vector returns a normalized-ish Vector2 from four input actions.
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input * speed
move_and_slide()
func _physics_process(delta: float) -> void:
# ... set velocity ...
move_and_slide()
for i in get_slide_collision_count():
var c := get_slide_collision(i)
var other := c.get_collider()
if other and other.is_in_group("enemies"):
take_damage(1) # touched an enemy while moving
@export var coyote_time := 0.1
var _coyote := 0.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
_coyote -= delta
else:
_coyote = coyote_time
if Input.is_action_just_pressed("jump") and _coyote > 0.0:
velocity.y = jump_velocity
_coyote = 0.0
# ... horizontal input + move_and_slide() ...
move_and_slide(velocity) (returning the new velocity) was
removed. In 4.x set the velocity property and call move_and_slide() with no args.
move_and_slide(velocity, Vector2.UP) will not parse.move_and_slide() already accounts for the physics
delta. Setting velocity = dir * speed * delta makes the body crawl._process instead of _physics_process causes frame-rate-dependent,
jittery motion. Always move in _physics_process.is_on_floor() always false when up_direction is wrong (default Vector2.UP),
there is no CollisionShape2D, or you never called move_and_slide() this frame.position += instead of velocity + move_and_slide().floor_stop_on_slope = true (default) and set a
floor_snap_length so the body sticks to downward slopes.move_and_collide() (manual collision response), read references/controller-recipes.md.godot-physics — collision layers/masks, areas, raycasts, rigid bodies.godot-tilemap — building the levels this character walks on.godot-animation — driving sprite/skeletal animation from movement state.camera-systems — follow camera, deadzone, and look-ahead that track this character.platformer / input-systems — full genre template and rebindable input.