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Publisher

Faber Brizio

Please Note

This entry is from Tuesday May 12, 2026. The price of the asset may have changed since then.
Please visit our homepage for recent offers and sales. Official and private Unity Asset Store™ sales usually last about 14 days.

Overview

MFPC – Modular First Person Controller

MFPC is a clean, modular, production-ready first person controller for developers who want full control — not a rigid framework.

Built for FPS, immersive sims, and narrative experiences, it provides a solid movement foundation while staying completely flexible: no forced animation systems, no UI dependencies, and no opinionated architecture.

Controller-first, not demo-first.

Take a look at the WebGL demo, documentation, roadmap, youtube tutorials and join the discord server!


Movement & Player State

  • Walk, Sprint, Crouch, Jump, Aim, Lean
  • Hold or Toggle modes (configurable)
  • Forward-only sprint restriction
  • Collision-safe auto-uncrouch
  • Optional auto-unsprint when stopping movement (toggle mode)
  • Optional advanced slope handling
  • Optional steep slope sliding
  • Physics interactions with environment.

Movement is predictable, tweakable, and free from hidden behavior.



Input Systems

  • Legacy Input System controller
  • New Input System controller
  • Mouse + keyboard support
  • Gamepad support (tested with multiple controllers)
  • Sensitivity parity between input systems
  • Frame-rate independent mouse smoothing (New Input System)

No need to rewrite gameplay logic when changing input workflows.



Camera System (Cinemachine-based)

MFPC is built around Cinemachine, not custom camera math.

  • Virtual Camera setup for: idle, walk, sprint, crouch, aim
  • FOV kick on sprint (via Virtual Camera swap)
  • Headbob via Cinemachine Noise (no custom scripts)
  • Custom camera blends for smooth transitions
  • Lean-based camera roll (Dutch)
  • Camera tilt feedback on slopes
  • Separate aim camera variants
  • Clean integration with camera stacks

Optional module:

Disable headbob/noise globally (no need to edit cameras manually)


All camera behavior is visual and editable — no black-box scripts.



Animation & Events (Optional Modules)

MFPC does not require an Animator — but integrates seamlessly with one.

AnimatorBridge:

  • Syncs Animator parameters from controller state and velocity
  • Supports movement speed, grounded, crouch, sprint, aim
  • Includes jump/fall detection and vertical velocity
  • Works with both input system controllers
  • Optional auto-detection and LateUpdate syncing

Perfect for driving blend trees and layered animation setups without modifying the controller.


EventObserver:

  • UnityEvent-based state transitions — Jump (leave ground), Land, Sprint / Crouch / Aim / Move / Lean
  • Inspector-friendly — no custom scripting required
  • Ideal for audio, VFX, UI, or gameplay hooks

These modules keep MFPC lightweight while enabling full production integration. 


Included Animation Starter Setup

MFPC includes a lightweight first-person animation starter setup to help you quickly prototype:

  • Clean first-person arms model (.fbx)
  • Humanoid rig compatible
  • Basic locomotion animations included
  • Ready to use with AnimatorBridge

This setup is fully optional and can be replaced with your own assets without affecting the controller.



Optional Stamina System

  • Sprint drain and regeneration
  • Jump stamina cost
  • Exhaustion and recovery behavior
  • Fully optional — no UI or HUD required

Includes a demo stamina UI example, which can be completely removed without affecting MFPC.



Audio System

  • Surface-based footsteps and landing sounds
  • Terrain and object support
  • Water surface handling
  • Audio pooling (no runtime instantiation spikes)
  • Easy to extend with ScriptableObjects

No hardcoded layers. No forced setup.



Architecture & Design Philosophy

MFPC is intentionally not an all-in-one solution.

  • No forced Animator Controller
  • No stamina system assumptions
  • No UI or HUD dependencies
  • No required layers or tags
  • No multiplayer logic baked in
  • Zero GC allocations in Update

Instead, MFPC gives you:

  • Clean state logic (by exposing variables)
  • Clear extension points
  • Optional systems via future modules

Build exactly what you need — nothing more.

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