Ultimate 2D Character Controller OFFICIAL SALE

TLD Ultimate 2D Character Controller gives you a production-ready, fully procedural 2D character controller built entirely on a capsule shape. No sprites, no animator, no art required, every animation is written in code.


Open Window > TLD > Setup Wizard, pick your ground layer, click Create Character, and hit Play. Done.


MOVEMENT & PHYSICS

  • Smooth acceleration and deceleration with separate ground and air values
  • Variable jump height with fall multiplier and low-jump multiplier for tight, responsive arcs
  • Multi-jump support (1 to 5 jumps, fully configurable)
  • Coyote time, grace window after walking off a ledge
  • Jump buffering, queue a jump slightly before landing
  • Full slope detection and slope-normal movement
  • Configurable gravity scale, max fall speed, and ground snapping

WALL MECHANICS

  • Wall slide, slow fall while pressed against a wall
  • Wall grab with optional stamina system (hold to cling indefinitely or drain over time)
  • Wall jump with configurable force, lock-out timer, and directional control (Basic or Advanced mode)

DASH

  • Directional dash (follows input direction) or Lateral dash (always horizontal)
  • Configurable speed, duration, and cooldown
  • Air dash with limited-use count per jump
  • Optional gravity disable during dash
  • Invincibility flag for use with your own health system

CROUCH & SLIDE

  • Crouch shrinks the capsule collider from the top, feet stay planted on the ground
  • Head clearance check prevents standing up inside geometry
  • Slide with minimum speed requirement, duration, and separate cooldown
  • Crouch speed multiplier

LEDGE MECHANICS

  • Automatic ledge detection using raycasts, no trigger volumes needed
  • Ledge grab, character catches the corner of a platform while falling
  • Ledge climb, smooth two-phase animation climbs up and over the ledge
  • Ledge jump, kick off the ledge into a full jump
  • Drop from ledge by holding Crouch

PROCEDURAL ANIMATIONS

All animations are code-driven squish and stretch on the Visual child transform. No Animator or sprites required.

  • Land squish, impacts compress the capsule, scaled to landing velocity
  • Jump stretch, capsule elongates on takeoff
  • Run lean, gentle rotation tilt during movement
  • Crouch squish, visually compresses to match the collider shrink
  • Slide squish, wide, flat shape during slides
  • Wall-slide squeeze, narrow stretch while pressing against walls
  • Dash warp, horizontal stretch during dash
  • Air stretch and fall squash

All squish uses a bottom-anchored pivot so the feet never leave the ground visually. All values are fully tunable in the Inspector.

The capsule visual displays state-based color feedback (idle, run, airborne, crouch, dash, wall-slide, ledge grab) so you can prototype and test without any art at all.


EASY SETUP

  • One-click Setup Wizard at Window > TLD > Setup Wizard creates a complete character with camera
  • Custom sectioned Inspector with live runtime debug readout
  • Works with Legacy Input or Unity's New Input System out of the box
  • Swap in your own input by calling controller.SetInput() from any script

INTEGRATION & EXTENSIBILITY

  • State Machine Bridge exposes a clean CharacterState enum and drives any Animator
  • 8 UnityEvents: onJump, onLand, onDash, onWallJump, onLedgeGrab, onLedgeClimb, onCrouchChange, onGroundedChange
  • Public API: Teleport, AddImpulse, ForceJump, StopMovement, GetStateSnapshot
  • Screen shake API on the Camera Follow component
  • Fully compatible with PlatformEffector2D one-way platforms
  • Works with moving platforms via Rigidbody2D
  • No third-party dependencies