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Godot 4: Create A Third Person Shooter Controller
Rating: 4.7 out of 5(81 ratings)
767 students

Godot 4: Create A Third Person Shooter Controller

Create A Player Controller With A Full Rig and Weapon Manager
Created byChaff Games
Last updated 4/2026
English

What you'll learn

  • Create A Third Person Shooter Controller - From non combat movement to switching to full combat mechicanics like Mass Effect, Hell Divers 2 and Fortnite
  • Create a complex and Dynamic animation state machine, make your characters movements smooth and seemless with a variety of blending and transition techniques
  • Use Custom Classes and Resources to build a robust system that understands what each component is without directly relying on each component
  • Learn How To Use Godot Like A Pro - From Scene Structure, Composition, Custom Signals and way more
  • Master The State Machine - Create a robust finite state machine that will ensure that each action has it's own set of rules and no unexpected transitions

Course content

14 sections83 lectures14h 9m total length
  • Getting Help1:26

    Download and extract the project to access the source code, then open the Godot project file to study the counter rotation example. For help, contact Discord or the Q&A.

Requirements

  • A little bit of Godot Knowledge will be good and a basic understanding of programming.

Description

Have you ever wanted to make a third person shooter in Godot?


It can be challenging to know how to get the actions to work smoothly with a control rig. A careful structure must be created to ensure that the animations do not cut of jump between each other.


This Course will show you how to make a third person controller in Godot from scratch. We’ll go from blank canvas, to capsule, to full control rig and finally a weapon controller. I will show you how and explain why I am making the decision I’m making. Because when you’re making such a complicated controller there isn’t one right way to do it. So I will tell you what I’m doing it and why, occasionally talk about alternatives and then we can move on. Nothing is skipped. Aside from collecting animations, I have included every single decision I made along the way.


NEW: Inverse Kinematics Updated for Godot 4.6


We will create:


  • A Camera Controller.

    • Using Spring Arms, we will be able to rotate around our character, without clipping into walls.

    • Using Tweens, we will be able to switch which side we view the character from.

    • Using Tweens, we will be able to Zoom the camera to better aim our weapons.

    • We will also make sure all of these actions can happen smoothly.

  • A Node Based Finite State Machine.

    • We Will Create a State machine which will ensure our actions are clearly defined and have clear rules about what can be triggered and when.

    • We have a state machine for both Combat and Non combat enabling you to design dynamic play modes depending on your desires.

  • A Full Third Person Character Rig and Animations.

    • Using Blender and Mixamo we will create a rig with a complex set of animations.

    • We will discuss importing a rig into Godot.

    • How to use the Animation Tree Player.

    • Create a complex set of transitions and blends to ensure that each is smooth and seamless.

  • A Weapon Manager.

    • Create a dynamic weapon manger.

    • using classes and components create a system that will allow a diverse number of different weapons and projectiles.

    • Picking up Ammo and Weapons.

    • Dropping Weapons.

  • We Will also cover Inverse Kinematics

    • Updated For Godot 4.6

    • Ensure the player is always looking down camera

    • Adjust the weapon position to better suit the character pose

    • Make sure the left hand is always on the weapon


Thank you for checking out this course and I look forward to seeing work through this project and creating an amazing game.

Who this course is for:

  • Beginners To Godot Looking To Learn About Developing More Complex Projects In Godot
  • Beginner Programmers
  • Beginner Game Developers