A clean, modular FPS Movement System using FSM architecture. Easy to extend. Includes physics-based interactions, custom gravity, Input System integration, and much more.The Advanced First Person Movement System is a robust and scalable character controller designed to be the perfect foundation for your next FPS project. Whether you are building a fast-paced shooter, a horror game, or an immersive walking simulator, this asset provides a fluid movement experience out of the box.Built entirely on a Finite State Machine (FSM) architecture, this system is designed for programmers and designers who value clean code and maintainability. It decouples logic into separate states (Idle, Walk, Sprint, Air, etc.), making it incredibly easy to debug and extend with new mechanics like Wall Running or Sliding.Key Features: Fluid Movement: Complete implementation of Idle, Walk, Sprint, Crouch, and Dodge states. Precision Platforming: Includes Coyote Time and Jump Buffering to ensure responsive and fair jumping mechanics. Procedural Camera Effects: Integrated with Cinemachine to provide "Game Juice" features like Head Bob, Dutch Tilt, and Dynamic FOV Kicks based on speed. Physics Interaction: Built-in system to interact with and push dynamic Rigidbody objects based on mass. New Input System: Fully integrated with Unity's com.unity.inputsystem for modern input handling.Is it Customizable? Yes. The system is highly modular:For Designers: Tweak every value in the Inspector—movement speeds, jump forces, smoothing times, head bob amplitude, and gravity settings.For Programmers: The FSM architecture allows you to add new states easily. The included documentation provides a step-by-step guide on how to create and register new logic without breaking existing code.Support:If you have questions or feedback, please contact: studios.aze.contato@gmail.com.Architecture: Finite State Machine (FSM) for modular and scalable code.Input System: Built entirely on Unity's com.unity.inputsystem package.Camera System: Integrated with Cinemachine for procedural effects (Head Bob, Dutch Tilt, FOV Kick) and sensitivity settings.Movement States: Idle, Walk, Sprint, Crouch, Air, Jump, and Dodge.Jump Mechanics: Implements Coyote Time and Jump Buffering for responsive gameplay.Physics: Custom gravity handling and Rigidbody push interaction based on object mass.Customization: diverse inspector settings for speed, smoothing, sensitivity, and force values.Code: Clean C# scripts with clear state separation.Compatibility: Unity 2022.3+ (Recommended).Supported Inputs:PCGamepadsPackage Dependencies:Input System (com.unity.inputsystem)Cinemachine (com.unity.cinemachine)Code assist.




