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A simple class based on Godot's default CharacterBody3D with very simple stair stepping ability. Just call "move_and_stair_step()" instead of "move_and_slide()".Written in C++Only tested with cylinder colliders. Works best with "0.01" collider margin.There are a couple signals you can connect to: on_stair_step (any step, up or down) on_stair_step_down on_stair_step_up
Stairs Character 3D
A simple class based on Godot's default CharacterBody3D with very simple stair stepping ability. Just call "move_and_stair_step()" instead of "move_and_slide()".
Only tested with cylinder colliders. Works best with "0.01" collider margin.
There are a couple signals you can connect to:
- on_stair_step (any step, up or down)
- on_stair_step_down
- on_stair_step_up
Example usage:
extends StairsCharacter3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
# call move_and_stair_step instead of default move_and_slide
move_and_stair_step()
Note
This plugin is basically just Andricraft's GDScript Stairs Character translated into C++. I made it as a learning exercise for GDExtension.
A simple class based on Godot's default CharacterBody3D with very simple stair stepping ability. Just call "move_and_stair_step()" instead of "move_and_slide()".
Written in C++
Only tested with cylinder colliders. Works best with "0.01" collider margin.
There are a couple signals you can connect to:
on_stair_step (any step, up or down)
on_stair_step_down
on_stair_step_up
Reviews
Quick Information

A simple class based on Godot's default CharacterBody3D with very simple stair stepping ability. Just call "move_and_stair_step()" instead of "move_and_slide()".Written in C++Only tested with cylinder colliders. Works best with "0.01" collider margin.There are a couple signals you can connect to: on_stair_step (any step, up or down) on_stair_step_down on_stair_step_up