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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.3.11 or later
- Package size
- 572 KB
- Files
- 61
- Views in the past week
- 5
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $11.99 on
Keywords
Ezereal Character Controller (First-Person)
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.
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Price history
Last 6 months
USDAsset preview
1 / 6
Ezereal Character Controller (First-Person) screenshot 1
About this asset
A 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.
Features
- Uses Unity’s Character Controller (stable, kinematic movement)
- Walking, running, crouching, prone, jumping and falling
- Smooth stance transitions with adjustable heights
- Full first-person camera with pitch/yaw and look smoothing
- Optional camera sway and head bob
- Footstep audio system with alternating sources
- Running, zoom and falling FOV effects
- Can push rigidbodies on contact
- Gamepad support
- Works with both input systems (prefers New Input System)
- Single settings asset for all tweaks
- Plug-and-play prefab setup
From the publisher's Asset Store listing.
Technical details
Architecture
- Centralized 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 events
- Utilizes Unity’s built-in CharacterController for fully kinematic, deterministic collision and movement
- Abstracted input layer via InputSource, ensuring seamless compatibility with both Unity input systems and allowing easy integration with custom control schemes
- Dedicated CeilingSensor for precise stance validation and low-ceiling detection, guaranteeing reliable transitions between standing, crouching and prone
- Configurable FPCCSettings ScriptableObject governing all movement speeds, stance heights, transition times, camera parameters, bob/sway behavior and curve-driven effects
Core Systems
- High-level and detailed state machines governing all player locomotion modes
- Physically consistent gravity handling with coyote-time grounded grace and adjustable terminal velocity
- Smooth stance interpolation using coroutine-driven height and camera offset blending
- Integrated first-person camera system with yaw/pitch accumulation, look smoothing, and angle clamping
- Optional head bob and procedural camera sway driven by AnimationCurve and movement state
- Advanced FOV pipeline supporting run FOV boost, variable zoom, and fall-based FOV modulation
- Footstep subsystem with alternating AudioSources and curve-synchronized step timing
- Rigidbody push support via CharacterController collision resolution
Input Layer
- Fully supports both Old Input Manager and New Input System
- Automatic prioritization of the New Input System when both are present
- Controller (gamepad) support included without additional setup
- All gameplay logic communicates exclusively through FPCCInputSource to ensure modularity and clean separation
Compatible with all platforms supported by CharacterController.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.3.11f1 | Compatible | Compatible | Compatible | Compatible |
Demo scene supports URP only
As listed on the Asset Store.