First Person Platformer Controller View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
2022.3.62 or later
Package size
1.4 MB
Files
138
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First Person Platformer Controller

by nachizeyn Production (opens in new tab)

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Precision kinematic first person controller for platformers. Pure momentum, coyote time and moving platform support, in one highly optimized, plug-and-play package with a clean runtime API.

Price $24.99

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Price history

Last 6 months

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Price history for First Person Platformer Controller, 6 months Current $24.99; lowest $17.49; highest $24.99 in this period. $0 $12.5 $25 14 Sep 28 Sep 12 Oct 26 Oct

Asset preview

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First Person Platformer Controller screenshot 1

First Person Platformer Controller screenshot 1

About this asset

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.

From the publisher's Asset Store listing.

Technical details

Key Features:

  • 100% Kinematic System — Completely Rigidbody-free. Driven by Unity's native CharacterController for absolute precision and predictable movement.
  • Momentum Preservation — A custom momentum system that naturally maintains and applies inherited velocity through jumps, falls, slides and platform rides.
  • Robust Platform Handling — Seamlessly rides moving, rotating and interpolated-Rigidbody platforms without stuttering or parenting. Transform-driven and physics-driven platforms both supported.
  • Momentum from Platforms — Jump off a moving or rotating platform and keep its speed through the air, including coyote-time jumps taken just after stepping off.
  • Modern Platformer Mechanics — Built-in Coyote Time and Jump Buffering for responsive, forgiving inputs.
  • Slope Physics — Custom slide mechanics for steep surfaces, plus run-up climbing that banks real momentum up a steep face.
  • Crouch & Obstacle Avoidance — Crouch with a ceiling check that keeps you down when there's no room to stand, and optional avoidance that keeps the character clear of chosen objects without extra colliders.
  • Runtime API — Read movement state, subscribe to Jumped / Landed / PlatformChanged events, and drive the character with teleport, impulse, speed-scaling and freeze controls.
  • Centralized Tuning — Every value lives in one ScriptableObject asset. Nothing buried in scenes or prefabs.
  • Clean Architecture — Written by a software engineer. Optimized, modular and heavily commented C#, easy to read and extend.
  • Full Source Included — Every script readable and editable. Nothing hidden in a DLL.
  • Plug-and-Play — Drop a prefab into your scene and start immediately.
  • Pipeline & Input Support — Works in Built-in, URP and HDRP. Keyboard, mouse and gamepad via Unity's Input System.

Includes:

  • Three fully configured First Person prefab variants (No Cinemachine, Cinemachine 2, Cinemachine 3)
  • Demo scenes for Built-in, URP and HDRP, with slopes, gaps and moving platforms
  • Clean, commented C# source — nothing in a DLL
  • Comprehensive documentation and a runtime API example

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.70f1 Compatible Compatible Compatible
2022.3.62f2 Compatible Compatible Compatible

As listed on the Asset Store.