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Real Controller

An asset by fdemir
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fdemir
Real Controller

Real ControllerA third-person character controller for Godot 4.6 with smooth locomotion, camera controls, and animation blending.Example (image)Features:Camera Mode: First-person and third-person camera modesLocomotion System: Walk, run, and sprint with 8-directional movement blendingJump Mechanics: Ground-based jumping with gravity handlingCamera Controls: Third-person camera with configurable tilt limits and mouse sensitivityController Support: Full gamepad support with analog stick movementAnimation System: Smooth animation blending using AnimationTreeSmooth Rotation: Character mesh rotates smoothly to face movement directionRequirements:Godot 4.6 or laterInstallation:Copy the addons/real-controller folder into your project's addons directoryEnable the addon in Project Settings > PluginsAdd the character scene (addons/real-controller/character.tscn) to your scene or use the example sceneSetup:How to change the character model? - Real Controller | Godot 4.6 - Youtube Video (link)Input Map Configuration:The controller requires the following input actions to be configured in your project:Go to Project > Project Settings > Input MapAdd the following actions with their recommended inputs:Action - Keyboard - Controller (Optional)forward - W - Left Stick Upbackward - S - Left Stick Downleft - A - Left Stick Leftright - D - Left Stick Rightjump - Space - A Buttonsprint - Left Shift - Right Triggerwalk - Left Alt - (none)camera_mode_switch - V - (none)look_up - (none) - Right Stick Uplook_down - (none) - Right Stick Downlook_left - (none) - Right Stick Leftlook_right - (none) - Right Stick RightNote: These input mappings are required for the controller to function properly. Make sure all actions are configured before running the scene. Controller support can be toggled via the controller_support export variable.Configuration:The controller exposes several export variables for customization:Movement: Speed, sprint speed, jump velocityCamera: Mouse sensitivity, controller sensitivity, tilt limit, rotation speed, controller support toggleIf you think the camera is too high or too low, you can change the Y axis of the CameraPivot node. It will help you adjust the camera height.Credits:Animations and the Mesh are from the “Basic Motions Free”.Todo:Adding new animations from mixamo guideChange mesh guide (done)Walk (done)CrouchLicense:MIT License - See LICENCE file for details.

Supported Engine Version
4.5
Version String
v1.2.0
License Version
MIT
Support Level
community
Modified Date
1 month ago
Git URL
Issue URL

Real Controller

A third-person character controller for Godot 4.6 with smooth locomotion, camera controls, and animation blending.

Features

  • Locomotion System: Walk, run, and sprint with 8-directional movement blending
  • Jump Mechanics: Ground-based jumping with gravity handling
  • Camera Controls: Third-person camera with configurable tilt limits and mouse sensitivity
  • Animation System: Smooth animation blending using AnimationTree
  • Smooth Rotation: Character mesh rotates smoothly to face movement direction

Requirements

  • Godot 4.6 or later

Installation

  1. Copy the addons/real-controller folder into your project's addons directory
  2. Enable the addon in Project Settings > Plugins
  3. Add the character scene (addons/real-controller/character.tscn) to your scene or use the example scene

Setup

Input Map Configuration

The controller requires the following input actions to be configured in your project:

  1. Go to Project > Project Settings > Input Map
  2. Add the following actions with their corresponding recommended inputs:

| Action | Keyboard |--------|---------- | forward | W | backward | S | left | A | right | D | jump | Space | sprint | Left Shift

Note: These input mappings are required for the controller to function properly. Make sure all actions are configured before running the scene.

Configuration

The controller exposes several export variables for customization:

  • Movement: Speed, sprint speed, jump velocity
  • Camera: Mouse sensitivity, tilt limit, rotation speed

License

MIT License - See LICENCE file for details.

Real Controller

A third-person character controller for Godot 4.6 with smooth locomotion, camera controls, and animation blending.

Example (image)

Features:

Camera Mode: First-person and third-person camera modes

Locomotion System: Walk, run, and sprint with 8-directional movement blending

Jump Mechanics: Ground-based jumping with gravity handling

Camera Controls: Third-person camera with configurable tilt limits and mouse sensitivity

Controller Support: Full gamepad support with analog stick movement

Animation System: Smooth animation blending using AnimationTree

Smooth Rotation: Character mesh rotates smoothly to face movement direction

Requirements:

Godot 4.6 or later

Installation:

Copy the addons/real-controller folder into your project's addons directory

Enable the addon in Project Settings > Plugins

Add the character scene (addons/real-controller/character.tscn) to your scene or use the example scene

Setup:

How to change the character model? - Real Controller | Godot 4.6 - Youtube Video (link)

Input Map Configuration:

The controller requires the following input actions to be configured in your project:

Go to Project > Project Settings > Input Map
Add the following actions with their recommended inputs:

Action - Keyboard - Controller (Optional)
forward - W - Left Stick Up
backward - S - Left Stick Down
left - A - Left Stick Left
right - D - Left Stick Right
jump - Space - A Button
sprint - Left Shift - Right Trigger
walk - Left Alt - (none)
camera_mode_switch - V - (none)
look_up - (none) - Right Stick Up
look_down - (none) - Right Stick Down
look_left - (none) - Right Stick Left
look_right - (none) - Right Stick Right

Note: These input mappings are required for the controller to function properly. Make sure all actions are configured before running the scene. Controller support can be toggled via the controller_support export variable.

Configuration:

The controller exposes several export variables for customization:

Movement: Speed, sprint speed, jump velocity

Camera: Mouse sensitivity, controller sensitivity, tilt limit, rotation speed, controller support toggle

If you think the camera is too high or too low, you can change the Y axis of the CameraPivot node. It will help you adjust the camera height.

Credits:

Animations and the Mesh are from the “Basic Motions Free”.

Todo:

Adding new animations from mixamo guide

Change mesh guide (done)

Walk (done)

Crouch

License:

MIT License - See LICENCE file for details.

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Quick Information

0 ratings
Real Controller icon image
fdemir
Real Controller

Real ControllerA third-person character controller for Godot 4.6 with smooth locomotion, camera controls, and animation blending.Example (image)Features:Camera Mode: First-person and third-person camera modesLocomotion System: Walk, run, and sprint with 8-directional movement blendingJump Mechanics: Ground-based jumping with gravity handlingCamera Controls: Third-person camera with configurable tilt limits and mouse sensitivityController Support: Full gamepad support with analog stick movementAnimation System: Smooth animation blending using AnimationTreeSmooth Rotation: Character mesh rotates smoothly to face movement directionRequirements:Godot 4.6 or laterInstallation:Copy the addons/real-controller folder into your project's addons directoryEnable the addon in Project Settings > PluginsAdd the character scene (addons/real-controller/character.tscn) to your scene or use the example sceneSetup:How to change the character model? - Real Controller | Godot 4.6 - Youtube Video (link)Input Map Configuration:The controller requires the following input actions to be configured in your project:Go to Project > Project Settings > Input MapAdd the following actions with their recommended inputs:Action - Keyboard - Controller (Optional)forward - W - Left Stick Upbackward - S - Left Stick Downleft - A - Left Stick Leftright - D - Left Stick Rightjump - Space - A Buttonsprint - Left Shift - Right Triggerwalk - Left Alt - (none)camera_mode_switch - V - (none)look_up - (none) - Right Stick Uplook_down - (none) - Right Stick Downlook_left - (none) - Right Stick Leftlook_right - (none) - Right Stick RightNote: These input mappings are required for the controller to function properly. Make sure all actions are configured before running the scene. Controller support can be toggled via the controller_support export variable.Configuration:The controller exposes several export variables for customization:Movement: Speed, sprint speed, jump velocityCamera: Mouse sensitivity, controller sensitivity, tilt limit, rotation speed, controller support toggleIf you think the camera is too high or too low, you can change the Y axis of the CameraPivot node. It will help you adjust the camera height.Credits:Animations and the Mesh are from the “Basic Motions Free”.Todo:Adding new animations from mixamo guideChange mesh guide (done)Walk (done)CrouchLicense:MIT License - See LICENCE file for details.

Supported Engine Version
4.5
Version String
v1.2.0
License Version
MIT
Support Level
community
Modified Date
1 month ago
Git URL
Issue URL

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