ULTRAKILL Movement
by @0liverULTRAKILL-inspired movement for your own 3D games, with an unarmed V1 fan-recreation and two camera styles: Normal and Clash Mode. Build fast first-person arenas, third-person platforming sections, or a level that switches between them.
Get opens your newest game with this mod ready to add.
- Games
- Used in 3 games
- Version
- 1.0.0
- Updated
About this mod
ULTRAKILL-inspired movement for your own 3D games, with an unarmed V1 fan-recreation and two camera styles: Normal and Clash Mode. Build fast first-person arenas, third-person platforming sections, or a level that switches between them. MOVEMENT • Run at 16.5 units/second, slide at a base 24, dash at 49.5, and ground-slam at 100. Reference speeds and stamina behavior come from the official ULTRAKILL Movement wiki. • Three stamina segments. A dash spends one; a grounded dash-jump spends one more, for two total. Stamina regenerates at 0.7 segments/second and pauses while sliding. • Preserve momentum through air strafing, slide-jumps and dash-slide jumps. Sliding locks its main direction while allowing limited sideways influence. • Perform up to three wall jumps before touching the ground again. Wall clinging slows your descent, then becomes heavier the longer you cling. • Slam into the ground and time a jump on landing for a slam bounce. Wall-jump during a slam to store it for a stronger launch. Dash into a slide to extend the exposed invulnerability window. • Dash bursts, slide sparks, impact dust, landing sounds and slam shockwaves provide movement feedback. Jump strength, gravity, timing windows and camera feel are reconstruction tuning—not a claim of exact original-engine physics. TWO CAMERA MODES Normal: first-person, mouse-look and camera-relative movement. This is the starting default; no prompt is necessary. Clash Mode: a fixed, lane-facing third-person camera inspired by Crash Bandicoot-style platforming. Your character can move toward, away from and across the camera. Adjust its lane direction, distance and field of view in the Movement creator tab. Use Clash for a chosen level, location or event instead of forcing it on the entire game. Author an exit location and action to switch back. V previews Normal/Clash locally; creator-defined rules remain the authored configuration. UNARMED V1 A handmade, rigged V1 fan-recreation with blue armor, a yellow camera eye, mechanical limbs and eight gold back vanes. Both hands are empty: no pistols, weapons or combat props. Includes nine baked animation clips: Idle, Run, Jump, Fall, Slide, Dash, Slam, WallJump and Land. These are newly authored approximations, NOT official or extracted ULTRAKILL animations. This is an independent fan project, not an official or endorsed ULTRAKILL product. HUD, CONTROLS & INTEGRATION The compact HUD displays horizontal speed, stamina and remaining wall jumps. Desktop: WASD move, Space jump/wall-jump, Shift dash, Ctrl or C slide/air slam, V camera preview. Touch actions are declared for Jump, Dash and Slide alongside the host's standard movement controls. Designed for Spawn 6 3D worlds using the standard moveX/moveZ axes and jump action. The package attaches its own player, camera and creator controls; the industrial demonstration lab is not imported into your world. Avoid installing another movement controller that competes for the same player. Optional game hooks expose enemy-step, parry refill, external impulses and power-slam events. Your combat code must honor the invulnerability timestamp and decide damage. This is a movement package—not a complete shooter. Guns, enemies, whiplash, rocket riding, explosive weapon boosts and liquid skipping are not included. Reference: https://ultrakill.wiki.gg/wiki/Movement CREATOR PROMPTS — copy these into your build request "Clash mode is on at: [level/location]" "Clash mode disables at: [Level/location] after [Action]" "Default mode: Normal/Clash Mode" Replace the brackets with real content in your game. In the last prompt, choose ONE option: "Default mode: Normal" or "Default mode: Clash Mode". Examples: • "Clash mode is on at: the rooftop obstacle course" • "Clash mode disables at: the exit gate after pulling the final lever" • "Default mode: Normal" These are creator authoring prompts, not player chat commands. The included guidance translates named locations and actions into real region, place or gameplay-state rules. An action must be connected to an actual game event; writing an arbitrary phrase alone does not invent the event. Previous "Clash mode to: ..." and "Clash Mode disabled when: ..." wording remains supported by the authoring guidance.
