First Person Platformer Controller OFFICIAL SALE

Elevate your game feel with precision kinematic movement

Designed by a software engineer, First Person Platformer Controller is a code-first movement system built entirely on Unity's CharacterController — no Rigidbody, no physics-material guesswork, no characters slipping off moving platforms. It preserves momentum the way players expect and stays smooth in the cases most controllers fall apart on.

Whether you're building fast-paced parkour, a puzzle-platformer, or a precise first-person adventure, this plug-and-play package delivers polished movement out of the box. The codebase follows clean architecture principles and ships with full source, so it's easy to read, extend and make your own.


Why this controller?


Most first person controllers work fine on flat ground and break the moment the floor moves or tilts. This one is built for exactly those cases — moving platforms, rotating turntables, steep slopes and inherited momentum — handled through clean kinematic math rather than physics you have to fight.


What's included

  • Grounding done right: a SphereCast probe with true surface-normal verification, instead of the flickering built-in isGrounded
  • Moving platforms driven by Transform or Rigidbody — ridden smoothly, never by parenting, so scale and tilt are never forced onto your character
  • Rotating (turntable) platform support with correct tangential velocity
  • Interpolated-Rigidbody platform handling, so riding never stutters
  • Slope sliding with run-up climbing — a running start banks real momentum up a steep face
  • Momentum preserved when you jump off a moving platform, including coyote-time jumps
  • Coyote time and jump buffering for responsive, forgiving jumps
  • Crouch with a ceiling check that keeps you down when there's no room to stand
  • Obstacle avoidance that keeps the character clear of chosen objects without extra colliders
  • A clean runtime API: movement state, Jumped / Landed / PlatformChanged events, and methods for teleporting, impulses, speed scaling and freezing control
  • All tuning in a single ScriptableObject — no values buried in scenes or prefabs

Works everywhere you do

  • Built-in, URP and HDRP, with dedicated demo scenes for each
  • Three prefab variants: No Cinemachine, Cinemachine 2 and Cinemachine 3 — pick what fits your project
  • Keyboard, mouse and gamepad through Unity's Input System
  • Full source included — every script readable and editable, nothing hidden in a DLL

Good to know

This is a movement foundation, not a full game template. It focuses on doing movement extremely well and giving you an API to build on. It does not include animation/IK, weapons, footstep audio, swimming, ladders or multiplayer — those are yours to add on top, and the API exposes the state you need for them.