A high-quality FP Controller using Unity’s kinematic Character Controller. Smooth, stable, plug & play, with full camera controls and support for both input systems.Demo scene supports URP onlyA clean and reliable First Person Character Controller built on Unity’s kinematic Character Controller. It delivers smooth movement, full camera handling, stance transitions, optional head bob and sway, footstep audio and adjustable FOV effects. Setup takes seconds: drop the prefab in your scene and everything works immediately.Supports both Unity input systems (uses the New Input System when available), gamepads out of the box, and can still push rigidbodies even though it’s fully kinematic.FeaturesUses Unity’s Character Controller (stable, kinematic movement)Walking, running, crouching, prone, jumping and fallingSmooth stance transitions with adjustable heightsFull first-person camera with pitch/yaw and look smoothingOptional camera sway and head bobFootstep audio system with alternating sourcesRunning, zoom and falling FOV effectsCan push rigidbodies on contactGamepad supportWorks with both input systems (prefers New Input System)Single settings asset for all tweaksPlug-and-play prefab setupArchitectureCentralized controller architecture built around a single, self-contained system (FPCC) managing all locomotion, gravity, stance transitions, camera behavior, FOV effects, head bob, sway, and audio eventsUtilizes Unity’s built-in CharacterController for fully kinematic, deterministic collision and movementAbstracted input layer via InputSource, ensuring seamless compatibility with both Unity input systems and allowing easy integration with custom control schemesDedicated CeilingSensor for precise stance validation and low-ceiling detection, guaranteeing reliable transitions between standing, crouching and proneConfigurable FPCCSettings ScriptableObject governing all movement speeds, stance heights, transition times, camera parameters, bob/sway behavior and curve-driven effectsCore SystemsHigh-level and detailed state machines governing all player locomotion modesPhysically consistent gravity handling with coyote-time grounded grace and adjustable terminal velocitySmooth stance interpolation using coroutine-driven height and camera offset blendingIntegrated first-person camera system with yaw/pitch accumulation, look smoothing, and angle clampingOptional head bob and procedural camera sway driven by AnimationCurve and movement stateAdvanced FOV pipeline supporting run FOV boost, variable zoom, and fall-based FOV modulationFootstep subsystem with alternating AudioSources and curve-synchronized step timingRigidbody push support via CharacterController collision resolutionInput LayerFully supports both Old Input Manager and New Input SystemAutomatic prioritization of the New Input System when both are presentController (gamepad) support included without additional setupAll gameplay logic communicates exclusively through FPCCInputSource to ensure modularity and clean separationCompatible with all platforms supported by CharacterController.




