Appearance
Movement
RedEngine.Gameplay.Movement.CharacterController is a deterministic kinematic controller. Its motor separates surfaces, environments, moving bases, collision solving, triggers, and render presentation.
Execution model
- Authority — State Authority confirms movement, teleports, authoritative impulses, and trigger outcomes.
- Prediction — Input Authority simulates the deterministic controller and prediction-safe abilities.
- Replicated — simulation pose, controlled motion, movement base, and gameplay-relevant movement state.
- Local only — interpolated visual root, animation, camera motion, footsteps, trails, and particles.
Use MotionEnvironmentVolume for gravity or environmental motion, MovementSurfaceVolume for surface properties, and MovementBase for platforms. Apply prediction-safe reactions through controller APIs such as AddImpulse.
Keep the simulated root authoritative. Put the mesh below a visual root and assign it to motor presentation and Character.ViewTarget so rendering can smooth without changing replicated poses.
Jump and dash are implemented as gameplay abilities, making their input, cancellation, and cooldown behavior consistent with the rest of the framework.
See Character Controller, Weapon, and Feedback.
Next: Weapons.