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XLR8 Movement preview
Unity

XLR8 Movement

By NIZK Technologies

$24.99

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: $12.49. The latest store price is $24.99.

Recorded prices for XLR8 Movement 4 price observations from Sep 16, 2026 to Nov 3, 2026. Lowest recorded price $12.49. Exact dates and prices are listed below. $0.00 $12.50 $24.99 Sep 16, 2026: $24.99. Unity First Price 2026-09-16 2026-09-16 Sep 16, 2026: $12.49. Unity New Release Discount 2026-09-16 2026-09-23 Sep 16, 2026: $12.49. Unity New Release Discount 2026-09-16 2026-09-23 Nov 3, 2026: $24.99. Latest store price Sep 16, 2026 Nov 3, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$24.99Latest store price
$12.49Unity New Release Discount 2026-09-16 2026-09-23
$12.49Unity New Release Discount 2026-09-16 2026-09-23
$24.99Unity First Price 2026-09-16 2026-09-16

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 XLR8 Movement

Arena FPS Movement System
Kinematic movement framework for Unity designed for classic, fast-paced FPS movement. Built without Unity's built-in CharacterController or physics forces, relying instead on a custom collide-and-slide sweep solver running on a fixed-rate tick loop.
Key Capabilities
Quake-style movement physics, including bunnyhopping, air strafing, ground acceleration, friction, and speed caps.
Zero-friction wall sliding for classic arena movement.
Custom CapsuleCastNonAlloc collision solver with velocity plane clipping.
Fixed tick rate manager decoupled from rendering frame rate.
ScriptableObject configuration for all movement and physics parameters.
Abstract controller base class to decouple input handling from motor logic.
Built-in mechanics for crouch blending with overhead clearance checks, sprinting, ladders, step-up/step-down handling, coyote time, jump buffering, and noclip.

Script Architecture
AFPSMotor
The primary movement controller. Runs character state updates for Walking, Sprinting, and Crouching, plus physics calculations driven by AFPSTickManager.
Locomotion: Calculates ground friction, ground acceleration, air acceleration, slope limits, and terminal velocity.
Step Logic: Uses StepAndSlide to step over bumps up to MaxStepHeight, and StepDown to stay grounded when running down stairs or slopes.
Interactions: Handles ladder climbing based on relative angles, ceiling collision checks before standing up, and noclip state.
Events: Exposes OnJumped, OnLanded, and OnStateChanged events for UI, camera, or audio hooks.

AFPSCollisionSolver
A custom physics solver that handles capsule collision testing and velocity deflection manually.
Capsule Sweeps: Executes CapsuleSweep and GroundSweep via Physics.CapsuleCastNonAlloc using skin-width buffers to prevent floating-point sticking or wall clipping.
Plane Clipping: Uses ClipVelocity and a multi-plane CollideAndSlide loop to project movement vectors along intersecting geometry normals.

AFPSTickManager
A persistent singleton that controls movement tick timing.
Uses a delta-time accumulator set to a target frequency, defaulting to 125Hz, so movement behaves identically across varying frame rates.
Clamps the maximum ticks per frame to protect against physics loops during lag spikes.

AFPSSettings
A ScriptableObject containing all configurable parameters:
Walk, sprint, crouch, air, and climb speeds.
Acceleration rates, air acceleration caps, friction, and stop speeds.
Gravity, maximum slope angle, maximum step height, terminal velocity, and noclip speed.
Jump force, coyote time, jump buffer duration, and raycast padding margins.

AFPSControllerBase
An abstract input abstraction layer.
Stores input vectors, including MoveInput and LookRotation, plus Jump, Crouch, Sprint, and Noclip movement flags.
Allows swapping between legacy Input, the New Input System, or AI drive logic without modifying AFPSMotor.

Unity price last checked .

Prices and availability may change.