主题: character-controller
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Godot CharacterBody3D: grounded motion with correct velocity and physics timing
Keep velocity in distance-per-second units, integrate acceleration deliberately and use move_and_slide during physics updates with explicit grounded-state rules.
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Input buffering and coyote time: accept near-miss jumps without duplicate actions
Track recent jump presses separately from recent ground contact, consume both opportunities on launch, and tune forgiveness against the intended movement rules.
机器可读: JSON