MFPC - Modular First Person Controller
Faber Brizio
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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 and Input System package (only if using the new input system solution - legacy input is supported too).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 stacksYou control the camera behavior visually — no black-box logic.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 modulesUnity Version:Unity 2021.3 LTS and newer (recommended)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.




