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.