Godot 2D Movement (4.x)
Build responsive 2D character controllers with CharacterBody2D and the argument-less
move_and_slide(). Targets Godot 4.7.
When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +
jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
- Use when
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.
Core workflow
- Use
CharacterBody2D with a CollisionShape2D child. It is script-driven: it
does not fall or react to forces on its own.
- Set the
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.
- Do it in
_physics_process(delta) — move_and_slide() uses the physics step's
delta internally, so do not multiply velocity by delta yourself.
- Platformer: add gravity to
velocity.y each tick, jump by setting velocity.y
negative when is_on_floor().
- Top-down: build a direction from input and scale by speed; set
motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.
- Read results with
is_on_floor(), is_on_wall(), get_wall_normal(), and
get_slide_collision(i) after the call.
Patterns
1. Platformer controller (gravity, jump, slopes)
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`
2. Top-down 8-direction movement
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()
3. Reading slide collisions after moving
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
4. Coyote time (forgiving jump just after leaving a ledge)
@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() ...
Pitfalls
- 3.x signature is gone.
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.
- Multiplying velocity by delta.
move_and_slide() already accounts for the physics
delta. Setting velocity = dir * speed * delta makes the body crawl.
- Movement in
_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.
- Sinking through floors usually means the collision shape is missing/zero-sized, the
floor body is on a layer this body's mask doesn't include, or you moved the body via
position += instead of velocity + move_and_slide().
- Slope slipping while idle: keep
floor_stop_on_slope = true (default) and set a
floor_snap_length so the body sticks to downward slopes.
References
- For one-way platforms, moving platforms, jump buffering, variable jump height, and
move_and_collide() (manual collision response), read references/controller-recipes.md.
Related skills
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.
1---2name: godot-2d-movement3description: Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.4---5
6# Godot 2D Movement (4.x)
7
8Build responsive 2D character controllers with `CharacterBody2D` and the argument-less
9`move_and_slide()`. Targets **Godot 4.7**.
10
11## When to use
12
13- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +
14 jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
15- Use when `move_and_slide()` "does nothing", the character sinks through floors, or
16 `is_on_floor()` is always false.
17
18**When *not* to use:** dynamic rigid bodies, areas, raycasts, collision layers →
19`godot-physics`; tile-based levels → `godot-tilemap`; full platformer game template →
20the `platformer` genre skill; engine-agnostic feel tuning → `physics-tuning`.
21
22## Core workflow
23
241. **Use `CharacterBody2D`** with a `CollisionShape2D` child. It is script-driven: it
25 does not fall or react to forces on its own.
262. **Set the `velocity` property, then call `move_and_slide()`** (no arguments in 4.x).
27 The method reads `velocity`, moves the body, slides along surfaces, and updates
28 `velocity` to reflect what actually happened.
293. **Do it in `_physics_process(delta)`** — `move_and_slide()` uses the physics step's
30 delta internally, so do not multiply `velocity` by `delta` yourself.
314. **Platformer:** add gravity to `velocity.y` each tick, jump by setting `velocity.y`
32 negative when `is_on_floor()`.
335. **Top-down:** build a direction from input and scale by speed; set
34 `motion_mode = MOTION_MODE_FLOATING` so there is no "floor/wall" distinction.
356. **Read results** with `is_on_floor()`, `is_on_wall()`, `get_wall_normal()`, and
36 `get_slide_collision(i)` after the call.
37
38## Patterns
39
40### 1. Platformer controller (gravity, jump, slopes)
41
42```gdscript
43extends CharacterBody2D
44
45@export var speed := 200.0
46@export var jump_velocity := -400.0
47@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
48
49func _physics_process(delta: float) -> void:
50 # Apply gravity while airborne.
51 if not is_on_floor():
52 velocity.y += gravity * delta
53
54 # Jump only when grounded (Input action set in Project Settings > Input Map).
55 if Input.is_action_just_pressed("jump") and is_on_floor():
56 velocity.y = jump_velocity
57
58 # Horizontal input: -1, 0, or 1.
59 var dir := Input.get_axis("move_left", "move_right")
60 if dir != 0.0:
61 velocity.x = dir * speed
62 else:
63 velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
64
65 move_and_slide() # 4.x: no arguments; uses and updates `velocity`
66```
67
68### 2. Top-down 8-direction movement
69
70```gdscript
71extends CharacterBody2D
72
73@export var speed := 220.0
74
75func _ready() -> void:
76 motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
77
78func _physics_process(_delta: float) -> void:
79 # get_vector returns a normalized-ish Vector2 from four input actions.
80 var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
81 velocity = input * speed
82 move_and_slide()
83```
84
85### 3. Reading slide collisions after moving
86
87```gdscript
88func _physics_process(delta: float) -> void:
89 # ... set velocity ...
90 move_and_slide()
91 for i in get_slide_collision_count():
92 var c := get_slide_collision(i)
93 var other := c.get_collider()
94 if other and other.is_in_group("enemies"):
95 take_damage(1) # touched an enemy while moving
96```
97
98### 4. Coyote time (forgiving jump just after leaving a ledge)
99
100```gdscript
101@export var coyote_time := 0.1
102var _coyote := 0.0
103
104func _physics_process(delta: float) -> void:
105 if not is_on_floor():
106 velocity.y += gravity * delta
107 _coyote -= delta
108 else:
109 _coyote = coyote_time
110
111 if Input.is_action_just_pressed("jump") and _coyote > 0.0:
112 velocity.y = jump_velocity
113 _coyote = 0.0
114 # ... horizontal input + move_and_slide() ...
115```
116
117## Pitfalls
118
119- **3.x signature is gone.** `move_and_slide(velocity)` (returning the new velocity) was
120 removed. In 4.x set the `velocity` property and call `move_and_slide()` with no args.
121 `move_and_slide(velocity, Vector2.UP)` will not parse.
122- **Multiplying velocity by delta.** `move_and_slide()` already accounts for the physics
123 delta. Setting `velocity = dir * speed * delta` makes the body crawl.
124- **Movement in `_process`** instead of `_physics_process` causes frame-rate-dependent,
125 jittery motion. Always move in `_physics_process`.
126- **`is_on_floor()` always false** when `up_direction` is wrong (default `Vector2.UP`),
127 there is no `CollisionShape2D`, or you never called `move_and_slide()` this frame.
128- **Sinking through floors** usually means the collision shape is missing/zero-sized, the
129 floor body is on a layer this body's mask doesn't include, or you moved the body via
130 `position +=` instead of velocity + `move_and_slide()`.
131- **Slope slipping while idle:** keep `floor_stop_on_slope = true` (default) and set a
132 `floor_snap_length` so the body sticks to downward slopes.
133
134## References
135
136- For one-way platforms, moving platforms, jump buffering, variable jump height, and
137 `move_and_collide()` (manual collision response), read `references/controller-recipes.md`.
138
139## Related skills
140
141- `godot-physics` — collision layers/masks, areas, raycasts, rigid bodies.
142- `godot-tilemap` — building the levels this character walks on.
143- `godot-animation` — driving sprite/skeletal animation from movement state.
144- `camera-systems` — follow camera, deadzone, and look-ahead that track this character.
145- `platformer` / `input-systems` — full genre template and rebindable input.