{"schemaVersion":1,"record":{"key":"mechanic/movement-platforming--t002","type":"mechanic","id":"movement-platforming--t002","lang":"en","title":"3D platformers","summary":"The player judges distances and heights in three-dimensional space. Camera framing, landmarks and jump controls help target the next foothold.","updatedAt":"2026-10-21","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t002/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t002.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t002.md","aliases":["3D platforming"],"tags":["Movement and platforming","Mechanics and variants"],"sourceIds":["source-b8626268f7974a44","source-ad5935e19b434514","source-8b181715b5c89953","source-6d034345094b033d"],"sources":[{"id":"source-b8626268f7974a44","title":"Godot: 2D movement overview","url":"https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html","verifiedAt":null},{"id":"source-ad5935e19b434514","title":"Maddy Thorson: Celeste & TowerFall Physics","url":"https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html","verifiedAt":null},{"id":"source-8b181715b5c89953","title":"Godot: CharacterBody3D","url":"https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html","verifiedAt":null},{"id":"source-6d034345094b033d","title":"Rise of the Tomb Raider","url":"https://store.steampowered.com/app/391220/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The player chooses routes and landing points in three dimensions; the camera and landmarks communicate depth and movement direction."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t002-variants\"></a>\n\n- Camera-relative input: an input direction maps to the current viewing direction. <a id=\"t002-v1\"></a>\n- Free look: rotating the camera does not redirect an already committed jump. <a id=\"t002-v2\"></a>\n- Target lock: movement orbits a chosen object while controlling distance. <a id=\"t002-v3\"></a>\n- Ledge catch: an allowed region completes an imprecise landing onto an edge. <a id=\"t002-v4\"></a>"},{"id":"example","title":"Design example","body":"On a tower, one route is visible from above while another turns behind it; the character's shadow helps identify the landing platform.\n\nPrototype check: Test one jump from three camera angles: players should distinguish falling short, overshooting and choosing the wrong direction."},{"id":"context","title":"Context and limits","body":"Movement connects input, trajectory and accessible space. Players assess support, speed and remaining abilities, choose an action and correct their motion through feedback. These ten directions range from flat platforming to underwater movement. A first prototype needs only a few surfaces and one distinctive rule; the camera, collisions and return of control should explain success or failure. Godot documentation provides implementation examples, while the Celeste and TowerFall author describes one approach to movement and platforms; these choices are not mandatory in every engine."}],"relations":[],"placements":[{"catalogId":"movement-platforming","id":"t002","title":"Movement and platforming","url":"https://gamemechanics.pro/en/mechanics/movement-platforming/#t002","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-21","title":"3D platforming","description":"The player judges distances and heights in three-dimensional space. Camera framing, landmarks and jump controls help target the next foothold.","image":{"src":"images/mechanics/tomb-raider-jump.webp","width":1440,"height":810,"game":"Rise of the Tomb Raider","sourceUrl":"https://store.steampowered.com/app/391220/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/391220/ss_749f99146e5ebad371e37d95bfab7b17847c1d81.1920x1080.jpg?t=1766187095","credit":"Crystal Dynamics / Eidos-Montréal","rights":"© 2015 Crystal Dynamics group of companies. All rights reserved.","caption":"Height, depth and the next foothold","alt":"Rise of the Tomb Raider: a jump between stone platforms is framed from the side, showing the ruins’ depth and the drop below Lara.","markers":[{"x":32,"y":49,"label":"A target platform in a 3D scene"},{"x":84,"y":37,"label":"The character’s airborne position"}]},"tips":["Check landing visibility from the gameplay camera.","Use shadows and scene context to support depth perception."],"examples":[{"title":"Rise of the Tomb Raider","url":"https://store.steampowered.com/app/391220/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/movement-platforming"}}