MFPC - Modular First Person Controller
By Faber Brizio
Rated 5.0/5 from 12 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $11.99. The latest store price is $11.99, matching the lowest recorded price shown here.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $11.99 | Latest store price | |
| $11.99 | Unity Permanent Decrease 2026-09-12 2026-09-19 | |
| $14.99 | Unity Permanent Decrease 2026-08-09 2026-08-16 | |
| $19.99 | Unity Permanent Increase 2026-08-06 2026-08-13 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About MFPC - Modular First Person Controller
- Art & Visuals > 3D
MFPC is a clean, modular, production-ready first person controller for developers who want full control over their projects — not a rigid framework.
Designed around Cinemachine and modern Unity workflows, MFPC provides responsive movement, polished camera presentation, optional gameplay modules, and clean extension points while remaining independent from animation systems, UI, networking, or project-specific architecture.
MFPC supports both desktop, gamepad and mobile workflows. A complete mobile demo scene using Unity's New Input System and On-Screen Controls is included for touch-based projects.
Whether you're building an FPS, immersive sim, horror game, walking simulator, or narrative experience, MFPC gives you a solid first-person foundation that integrates cleanly into existing projects instead of forcing you to adapt to it.
Controller-first, not demo-first.
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)
Optional advanced Headbob module
Automatic Depth-of-Field focus
Camera swing while turning
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
Simplified pause system
Optional module:
Disable headbob/noise globally (no need to edit cameras manually)
All camera behavior is visual and editable — no black-box scripts.
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
Optional movement acceleration (smoothed movement in and out)
Optional parentless platform follow system (both for translation, rotation and velocity inheritance)
Physics interactions with environment
Simplified pause system
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)
Mobile touch controls (New Input System only)
Sensitivity parity between input systems
Frame-rate independent mouse smoothing
No need to rewrite gameplay logic when changing input workflows
No need to rewrite gameplay logic when changing input workflows. The included mobile demo scene uses Unity's New Input System and On-Screen Controls. Mobile support is therefore available when using the New Input System controller.
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.