Important note: Our main domain 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.

Build fluid, modular character for Unity.

A production-ready, fully decoupled character controller system. Handle movement, combat, and environment interaction without tight coupling or spaghetti code.

PlayerController.Run()
PlayerDamage.Attack()
EnvironmentSensor.Detect()
// All systems decoupled.

Architecture that scales with your game.

Designed for developers who need reliability, not rigid frameworks.

Modular by Design

Enable, disable, or replace any system without breaking others. Input, movement, audio, Enemy—all separated.

Performance First

Optimized detection cooldowns, dedicated audio sources, and procedural animation keep frames smooth.

Dual Input Support.

Legacy, New Input System and Both work. Automatic detection and fallback included.

Clean Public API

Every system exposes clear methods and properties. No deep hacking required for integration.

How the systems interact

Clear responsibilities, event‑driven communication.

1

Input Layer

PlayerInputManager abstracts all device input. Provides unified getters for movement, look, actions.

2

Core Logic

PlayerController handles locomotion, crouch, dash. PlayerDamage manages combat. HealthSystem tracks life and respawns.

3

Environment & AI

EnvironmentSensor detects ground, slopes, obstacles. WaterSwimming handles aquatic movement. NPC drives enemy AI.

4

Presentation

PlayerCamera manages views. PlayerAudioController centralizes all sounds. EffectSystem triggers VFX.

Key Features

Capabilities that matter for production.

Complete Crouch Mobility

Full movement while crouched, with collider resizing, dedicated animations, and forward momentum on exit.

Hierarchical Jump Animation (HJAS)

Preserves previous animation state during jumps. Jump from a run keeps the run pose for visual fluidity.

Automatic Fall Detection (AFDS)

Configurable system that differentiates between controlled descent and accidental falls. Triggers appropriate feedback.

Centralized Audio

Five dedicated AudioSources prevent clipping. Clean API for land, water, melee, damage, and health sounds.

Swimming System

Buoyancy, drag, camera‑relative controls, procedural limb animations. Seamless land‑water transition.

Debug Display

Real-time visual feedback for input states and control mappings. All code includes Draw Gizmos and Debug OnGUI for test.

Who is this for

Built for professional Unity workflows.

Indie & Solo Developers

Get a robust, tested character system out of the box. Focus on your game, not rebuilding basic controllers.

Mid‑Size Studios

Accelerate prototyping and production. The modular design lets your team work on separate systems simultaneously.

Technical Designers

Exposed Inspector parameters for tuning movement, fall detection, audio, and AI without touching code.

Documentation

Every system is thoroughly documented.

Quick Overview

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.

Frequently Asked Questions

Is it compatible with both Input Systems?

Yes. PlayerInputManager detects and abstracts both Legacy and New Input System automatically.

Can I use only parts of the system?

Absolutely. Each module is decoupled. Use just the movement controller, or just the AI, as needed.

Does it support network multiplayer?

The core architecture is client‑authoritative. You can extend it with your own networking layer.

What’s the performance impact?

Optimized with cooldowns, cached detection, and dedicated audio sources. Built for 60+ FPS.

Are there runtime debugging tools?

Yes. PlayerDebugDisplay shows real‑time input states. Each system also has Inspector debug toggles.

Is source code included?

Yes. Full C# source is provided and well‑commented for customization.

Start building with a professional character controller.

Save months of development time. Get the complete VoxelPlayerController on the Unity Asset Store today.

Get on Asset Store

Includes full source code, documentation, and sample scenes.