First Person Platformer Controller
nachizeyn Production
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$24.99
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Precision kinematic first person controller for platformers. Pure momentum, coyote time and moving platform support, in one highly optimized, plug-and-play package with a clean runtime API.Elevate your game feel with precision kinematic movementDesigned by a software engineer, First Person Platformer Controller is a code-first movement system built entirely on Unity's CharacterController — no Rigidbody, no physics-material guesswork, no characters slipping off moving platforms. It preserves momentum the way players expect and stays smooth in the cases most controllers fall apart on.Whether you're building fast-paced parkour, a puzzle-platformer, or a precise first-person adventure, this plug-and-play package delivers polished movement out of the box. The codebase follows clean architecture principles and ships with full source, so it's easy to read, extend and make your own.Why this controller?Most first person controllers work fine on flat ground and break the moment the floor moves or tilts. This one is built for exactly those cases — moving platforms, rotating turntables, steep slopes and inherited momentum — handled through clean kinematic math rather than physics you have to fight.What's includedGrounding done right: a SphereCast probe with true surface-normal verification, instead of the flickering built-in isGroundedMoving platforms driven by Transform or Rigidbody — ridden smoothly, never by parenting, so scale and tilt are never forced onto your characterRotating (turntable) platform support with correct tangential velocityInterpolated-Rigidbody platform handling, so riding never stuttersSlope sliding with run-up climbing — a running start banks real momentum up a steep faceMomentum preserved when you jump off a moving platform, including coyote-time jumpsCoyote time and jump buffering for responsive, forgiving jumpsCrouch with a ceiling check that keeps you down when there's no room to standObstacle avoidance that keeps the character clear of chosen objects without extra collidersA clean runtime API: movement state, Jumped / Landed / PlatformChanged events, and methods for teleporting, impulses, speed scaling and freezing controlAll tuning in a single ScriptableObject — no values buried in scenes or prefabsWorks everywhere you doBuilt-in, URP and HDRP, with dedicated demo scenes for eachThree prefab variants: No Cinemachine, Cinemachine 2 and Cinemachine 3 — pick what fits your projectKeyboard, mouse and gamepad through Unity's Input SystemFull source included — every script readable and editable, nothing hidden in a DLLGood to knowThis is a movement foundation, not a full game template. It focuses on doing movement extremely well and giving you an API to build on. It does not include animation/IK, weapons, footstep audio, swimming, ladders or multiplayer — those are yours to add on top, and the API exposes the state you need for them.Key Features:100% Kinematic System — Completely Rigidbody-free. Driven by Unity's native CharacterController for absolute precision and predictable movement.Momentum Preservation — A custom momentum system that naturally maintains and applies inherited velocity through jumps, falls, slides and platform rides.Robust Platform Handling — Seamlessly rides moving, rotating and interpolated-Rigidbody platforms without stuttering or parenting. Transform-driven and physics-driven platforms both supported.Momentum from Platforms — Jump off a moving or rotating platform and keep its speed through the air, including coyote-time jumps taken just after stepping off.Modern Platformer Mechanics — Built-in Coyote Time and Jump Buffering for responsive, forgiving inputs.Slope Physics — Custom slide mechanics for steep surfaces, plus run-up climbing that banks real momentum up a steep face.Crouch & Obstacle Avoidance — Crouch with a ceiling check that keeps you down when there's no room to stand, and optional avoidance that keeps the character clear of chosen objects without extra colliders.Runtime API — Read movement state, subscribe to Jumped / Landed / PlatformChanged events, and drive the character with teleport, impulse, speed-scaling and freeze controls.Centralized Tuning — Every value lives in one ScriptableObject asset. Nothing buried in scenes or prefabs.Clean Architecture — Written by a software engineer. Optimized, modular and heavily commented C#, easy to read and extend.Full Source Included — Every script readable and editable. Nothing hidden in a DLL.Plug-and-Play — Drop a prefab into your scene and start immediately.Pipeline & Input Support — Works in Built-in, URP and HDRP. Keyboard, mouse and gamepad via Unity's Input System.Includes:Three fully configured First Person prefab variants (No Cinemachine, Cinemachine 2, Cinemachine 3)Demo scenes for Built-in, URP and HDRP, with slopes, gaps and moving platformsClean, commented C# source — nothing in a DLLComprehensive documentation and a runtime API example




