MFPC - Modular First Person Controller
Faber Brizio
$7.50
$15.00
50%OFF
(no ratings)
Jump AssetStore
MFPC is a modular, production-ready first person controller, built for flexibility, clean integration, and Cinemachine workflows — without forcing animation systems, UI, or rigid architecture.MFPC supports Built-in, URP, and HDRP render pipelines.The controller logic is fully render-pipeline agnostic.It's necessery to install Cinemachine. It could be necessery to install Input System package, only if using the new input system solution. Otherwise, delete the folder "New Input System" from the Script folder, if using the Legacy input system. See more details in the documentation.MFPC – Modular First Person ControllerMFPC is a clean, extensible first person character controller designed for developers who want full control over their project architecture.It provides a solid, production-ready foundation for FPS, immersive sims, walking simulators, and narrative experiences — without forcing opinions about animation, UI, or gameplay systems.MFPC is controller-first, not demo-first.Take a look at the WebGL demo, documentation, roadmap and join the discord server!Movement & Player StateWalk, Sprint, and CrouchHold or Toggle modes (configurable)Forward-only sprint restrictionLean left / right with smooth interpolationJump with gravity tuningCollision-safe auto-uncrouchOptional auto-unsprint when stopping movement (for toggle mode)Optional advanced slope handlingPhysics interactions with environment.Movement is predictable, tweakable, and free from hidden behavior.Input SystemsLegacy Input System controllerNew Input System controllerMouse + keyboard supportGamepad support (tested with multiple controllers)Sensitivity parity between input systemsFrame-rate independent mouse smoothing (New Input System)Choose the input workflow that fits your project — or swap later without rewriting logic.Camera System (Cinemachine-based)MFPC is built around Cinemachine, not custom camera math.Virtual Camera setup for: idle, walk, sprint, crouch, aimFOV kick on sprint (via Virtual Camera swap)Headbob via Cinemachine Noise (no custom scripts)Separate aim camera variantsClean integration with camera stacksOptional module included:Disable headbob/noise globally (no need to edit cameras manually)You control the camera behavior visually — no black-box logic.Animation & Events (Optional Modules)MFPC does not require an Animator — but fully supports one through modular extensions.AnimatorBridge:Syncs Animator parameters from controller state and velocitySupports movement speed, grounded, crouch, sprint, aimIncludes jump/fall detection and vertical velocityWorks with both input system controllersOptional auto-detection and LateUpdate syncingPerfect for driving blend trees and layered animation setups without modifying the controller.EventObserver:UnityEvent-based state transitions - Jump (leave ground), Land, Sprint start / end, Crouch start / end, Aim start / endInspector-friendly — no custom scripting requiredIdeal for audio, VFX, UI, or gameplay hooksThese modules keep MFPC lightweight while enabling full production integration.Audio SystemSurface-based footsteps and landing soundsTerrain and object supportWater surface handlingAudio pooling (no runtime instantiation spikes)Easy to extend with ScriptableObjectsCreating new surface sounds:Create a new SurfaceSFX assetAssign terrain layers orAdd an ObjectLayer component to scene objectsNo hardcoded layers. No forced setup.Architecture & Design PhilosophyMFPC is intentionally not an all-in-one solution.No forced Animator ControllerNo stamina system assumptionsNo UI or HUD dependenciesNo required layers or tagsNo multiplayer logic baked inZero GC allocations in UpdateInstead, MFPC gives you:Clean state logic (by exposing variables)Clear extension pointsOptional systems via future modulesBuild exactly what you need — nothing more.Unity Version:Unity 2021.3 LTS and newer (recommended)Unity 6.0+Render Pipelines:Built-inURPHDRPDependencies:Cinemachine (Unity package)Optional: New Input SystemPlatforms Tested:PC (mouse & keyboard)Gamepad controllers (Nintendo and Xbox controllers)Code Style:Well-commentedInspector-friendlyModular and readablePackage Size• Full package (with demo content): ~90 MB• Core controller only (no demo assets): ~6.5 MBDemo assets (such as textures, scene, materials, etc.) are optional and can be removed without affecting functionality.




