Modular First Person Controller – Controlador Primera Persona Modular – 48A 01


FPC CPP is an intuitively configurable controller, managed through a custom editor Window designed to streamline and accelerate the Game Design and Prototyping process. - Bilingual (EN/ES).


by 48Assets&Games


★★★★★ star rating
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First Person Controller configurable through a custom Window, specifically designed to streamline the prototyping of your ideal controller. It includes saveable configurations, allowing you to easily transfer your setup between projects or store presets such as “FPS”, “Arcade”, or “Horror”.


In addition to offering a high degree of flexibility across all included mechanics (and those planned for future updates), the tool is also designed to simplify code-level integration by providing APIs that enable fast and easy connection between the controller and your game, such as the ability to use ForceDropObjectInHand() to make an enemy force the player to drop the currently held item.


I plan to significantly expand this asset with all the mechanics and possibilities that come to my mind, as well as those suggested by well, you. For now, the main goal of this asset is to showcase the minimum level of quality i want you to expect from my future tools, tools that will be much larger in scope and significantly more polished.






Controlador Primera Persona configurable a través de una Ventana personalizada, diseñada específicamente para facilitar el prototipado de tu Controlador ideal. Incluye configuraciones guardables que permiten transferir fácilmente tu setup entre proyectos / tener guardados del tipo "FPS", "Arcade", "Terror".


Además de ofrecer una alta flexibilidad en todas las mecánicas que abarca (y que seguirá ampliando en futuras actualizaciones) la herramienta está pensada para facilitar la integración a nivel de código, proporcionando APIs que permiten una conexión rápida y sencilla entre el controlador y tu juego como podria ser la facilidad de poder usar "ForceDropObjectInHand()" para hacer que algun enemigo de tu juego haga que el Jugador suelte el objeto en mano.


Planeo ampliar grandemente este asset con todas las mecánicas y posibilidades que vengan a mi mente y que claro, ustedes me recomienden. Por lo mientras el punto principal del mismo es mostrar el mínimo que quiero que esperen de mis próximas herramientas, herramientas claramente mucho más grandes y mucho más pulidas.