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Real Controller v1.2.0 3D Tools 4.5 Community

Submitted by user fdemir; MIT; 2025-11-27

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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