voxelplayercontroller.lat It is temporarily under maintenance. I apologize, I have been trying everything this week and I will take a break for the moment, I will be Voxel Craft.
A production-ready, fully decoupled character controller system. Handle movement, combat, and environment interaction without tight coupling or spaghetti code.
Designed for developers who need reliability, not rigid frameworks.
Enable, disable, or replace any system without breaking others. Input, movement, audio, Enemy—all separated.
Optimized detection cooldowns, dedicated audio sources, and procedural animation keep frames smooth.
Legacy, New Input System and Both work. Automatic detection and fallback included.
Every system exposes clear methods and properties. No deep hacking required for integration.
Clear responsibilities, event‑driven communication.
PlayerInputManager abstracts all device input. Provides unified getters for movement, look, actions.
PlayerController handles locomotion, crouch, dash. PlayerDamage manages combat. HealthSystem tracks life and respawns.
EnvironmentSensor detects ground, slopes, obstacles. WaterSwimming handles aquatic movement. NPC drives enemy AI.
PlayerCamera manages views. PlayerAudioController centralizes all sounds. EffectSystem triggers VFX.
Capabilities that matter for production.
Full movement while crouched, with collider resizing, dedicated animations, and forward momentum on exit.
Preserves previous animation state during jumps. Jump from a run keeps the run pose for visual fluidity.
Configurable system that differentiates between controlled descent and accidental falls. Triggers appropriate feedback.
Five dedicated AudioSources prevent clipping. Clean API for land, water, melee, damage, and health sounds.
Buoyancy, drag, camera‑relative controls, procedural limb animations. Seamless land‑water transition.
Real-time visual feedback for input states and control mappings. All code includes Draw Gizmos and Debug OnGUI for test.
Built for professional Unity workflows.
Get a robust, tested character system out of the box. Focus on your game, not rebuilding basic controllers.
Accelerate prototyping and production. The modular design lets your team work on separate systems simultaneously.
Exposed Inspector parameters for tuning movement, fall detection, audio, and AI without touching code.
Watch the systems work together.
Every system is thoroughly documented.
Complete Ready-to-Use System - Character with integrated movement, combat, AI, swimming, and audio.
Modular & Flexible - Use only what you need. Combine systems or replace them without breaking anything.
Save 180+ Hours - Don't start from scratch. Modify what's necessary and focus on your game.
For All Projects - From game jams to professional studios.
Optimized & Tested - Works with 50+ characters. 60+ FPS guaranteed.
Clean & Documented Code - Easy to customize and extend.
Yes. PlayerInputManager detects and abstracts both Legacy and New Input System automatically.
Absolutely. Each module is decoupled. Use just the movement controller, or just the AI, as needed.
The core architecture is client‑authoritative. You can extend it with your own networking layer.
Optimized with cooldowns, cached detection, and dedicated audio sources. Built for 60+ FPS.
Yes. PlayerDebugDisplay shows real‑time input states. Each system also has Inspector debug toggles.
Yes. Full C# source is provided and well‑commented for customization.
Save months of development time. Get the complete VoxelPlayerController on the Unity Asset Store today.
Get on Asset StoreIncludes full source code, documentation, and sample scenes.