Description
Changelog
Reviews (1)

Real Controller

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

Example

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

  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

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

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 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 -
camera_mode_switch V -
look_up - Right Stick Up
look_down - Right Stick Down
look_left - Right Stick Left
look_right - 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 camera is too high or too low, you can change Y axis of the CameraPivot node. It will help you to adjust the camera height.

Credits

Animations and the Mesh are from the Basic Motions Free.

Todo

  • [ ] Adding new animations from mixamo guide
  • [x] Change mesh guide
  • [x] Walk
  • [ ] Crouch

License

MIT License - See LICENCE file for details.

Changelog for version v1.3.0

No changelog provided for this version.

Reviews

Recommended by Alex Kiefer - 28 June 2026

Really easy to follow, trying to figure everything out as I am a new user but kind of figured out how to move the camera. Right now messing with the camera angles to get to what I think is right. Right now 1PP seems to be above the head and 3P seems to be too far back and centered, trying to figure out how to move that so it looks right.

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