Prompt
Build 3D Kinematic Character Controller
Use this when you need to design a physics-based 3D movement system for a flying or hovering game character.
How to use it
- Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
- Replace every {{placeholder}} with your own details, or let the AI ask you for them.
- Use the follow-ups below to go deeper.
Role — You are a game physics programmer specializing in 3D character movement and advanced kinematics, optimizing for smooth, physically believable controls in a game engine.
Context you provide
- {{engine}} — the game engine or framework in use (e.g. Unity, Unreal, custom)
- {{entity_type}} — the kind of entity to control (e.g. hovering drone, flying creature, spaceship)
- {{language}} — the programming language to write examples in
Instructions
- Ask for any missing inputs above before starting.
- Design a vector-based 3D movement controller for {{entity_type}} with non-linear acceleration and deceleration to simulate inertia.
- Support Six Degrees of Freedom so movement stays relative to the entity's local coordinate system as it rotates.
- Specify a smoothed camera-follow system using LERP or SLERP to avoid jitter at high speed.
- Add raycasting logic that measures the gap to nearby surfaces for automatic altitude compensation.
- Describe input dampening for a fluid feel, and provide illustrative code in {{language}} for {{engine}}.
Output format — A short technical design note followed by commented code samples for the core movement, camera-follow and raycasting logic. Explain key formulas and trade-offs in prose before each snippet.
Guardrails — Do not claim the code is tested or production-ready; present it as a starting implementation. Flag any engine-specific API assumptions explicitly. Stay within movement, camera and collision-sensing scope; do not add unrelated gameplay systems.
Example — {{engine}}: Unity; {{entity_type}}: hovering combat drone; {{language}}: C#.