A highly modular character controller framework supporting FPS, TPS, Top-Down, and Photomode right out of the box. Features a clean Brain/Module C# architecture, and local multiplayer support.Bob Character Framework provides a robust, highly modular foundation for character controllers. Designed with flexibility and rapid prototyping in mind, this framework allows developers to drop a single prefab into their scene and immediately test their game in First-Person (FPS), Third-Person (TPS), Top-Down, or Photomode with seamless transitions and zero friction.Built on a clean Brain-State-Module C# architecture, systems like Input, Movement, Camera, and Animation run independently. This means no spaghetti code: you can easily enable, disable, or extend modules without breaking the rest of your game.Key Features:Multi-Perspective Ready: Instantly switch between FPS, TPS, Top-Down, and Photomode workflows using pre-configured Cinemachine virtual cameras. Perfect for hybrid games or rapid genre testing.Modular Architecture: A central Brain coordinates independent modules through a shared State, making the system highly reusable and easy to extend for programmers.Local Multiplayer Support: Drop in the PlayerInputManager prefab and instantly get dynamic split-screen functionality. A new player and UI are automatically generated for each connected gamepad/keyboard.Secondary Motion Systems: Bring your character to life with built-in procedural physics for hair and clothing (wind simulation), an Eye Controller (blinking, micro-movements, gaze tracking), and a Jaw Audio Sync component that creates frequency-based lip-syncing for dialogue.Audio Integration: Built-in animation event listeners for Footstep and Landing SFX.Mixamo-Ready Rig: Includes a specially configured FBX designed to be uploaded directly to Mixamo for effortless animation generation and testing.Ideal For:Rapid prototyping across different camera perspectivesAction-adventure and shooter gamesLocal co-op/split-screen party gamesDevelopers looking for a clean, extensible codebaseDependencies: Unity 6.0 LTS or higher, Unity Input System, CinemachineRig: Humanoid (Built-in Unity CharacterController)Number of Unique Meshes: 3 (1 Bob Character Base Mesh, 1 Basic Level, 1 Mixamo Upload Character)Number of Animations: 13 (Idle, Idle Crouch, Jump Land, Jump Run Land, Jump Start, Jump Walk Land, On Air, Punching, Run, Sprint, Walk, Walk 2, Walk Crouch Run.)Texture Resolution: 64x64 to 4096x4096]Texture Maps Included: Base Color, Normal, Occlusion and Mask Maps.Polygon Count: Base character model is roughly 53.781 triangles]Number of Textures: 13 (12 Base character, 1 Level)Number of Prefabs: 6 (Player, PlayerInputManager, UI Controls, vCams, Player Camera, Level)Number of Materials: 6 (4 Character, 2 Level)Number of Scripts: 28 (Brain, Modules, Inputs, Secondary Motion, Audio Sync, Footsteps)Number of Audio Clips: 15 (6 Footsteps, 1 Landing, 8 dialogues)UV Mapping: Non-overlapping UVs for each modelFormats: FBX, PNG, WAV.Compatibility: Configured for Universal Render Pipeline (URP) by default. (Note: Built-in and HDRP have not been fully tested; additional material updates may be required).Supported Platforms: Compatible across PC, Console, and Mobile]Key Technical Highlights:Zero Coupling: No module depends directly on another. All communication happens through the SystemState.AI Usage Disclosure:Artificial Intelligence was used strictly as a structural assistant to generate the base C# code for the modular architecture (Brain-State-Module system). This was done to ensure standard coding practices, resulting in a highly organized, clean, and extensible codebase. All 3D models, textures, animations, and secondary physics logic were manually created and refined without the use of generative AI.




