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Description
Changelog
Reviews

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.

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