CharacterBody2D Implementation Expert guidance for player-controlled 2D movement using Godot's physics system. NEVER Do - NEVER use for standard player controllers — RigidBody is for physics-simulated objects. For responsive, feel-driven player movement, always use . - NEVER multiply by before — handles delta internally. Manual multiplication makes movement framerate-dependent [12]. - NEVER use updates for movement — Use and . Direct position updates bypass collision detection and floor snapping. - NEVER ignore the return value of — While optional, checking or immediately after is critical fo…