character_manage
Create complete 2D or 3D player controllers in Godot with ready-made movement scripts, collision shapes, and camera setups. Choose platformer, top-down, first-person, or third-person genres.
Instructions
2D and 3D Character Controller Scaffolding.
Ops: • scaffold_2d(parent_path="", name="Player", genre="platformer", speed=200.0, jump_velocity=-350.0, acceleration=1200.0, friction=1000.0, coyote_time=0.12, jump_buffering=0.1, attach_camera=True, script_path="") Instantly scaffold a complete 2D player character (CharacterBody2D) with CollisionShape2D, placeholder graphics, optional follow camera with screen shake, and production-ready controller script with coyote time, jump buffering, floor snapping, and move_and_slide(). Genres: 'platformer' (gravity, jump) | 'topdown' (4/8-way movement).
• scaffold_3d(parent_path="", name="Player3D", genre="first_person", speed=5.0, sprint_speed=8.0, jump_velocity=4.5, mouse_sensitivity=0.002, script_path="") Instantly scaffold a complete 3D player character (CharacterBody3D) with CapsuleShape3D, CapsuleMesh, and Camera3D with mouse-look capture, sprinting, jumping, gravity, and move_and_slide(). Genres: 'first_person' (head-mounted camera) | 'third_person' (SpringArm3D).
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||