Create a professional third-person controller with intentional movement, dodge rolling, and lock-on combat. The foundation for any 3D action RPG.
Gameplay preview coming soon
A complete third-person controller ready for combat and exploration
Acceleration-based movement with turning animations. Feels weighty and responsive.
Spring arm camera rig with mouse-look, collision detection, and smooth following.
Clean architecture for managing idle, walking, jumping, dodging, and attacking.
Target acquisition system with camera focus and strafe movement (coming soon).
I-frame dodging with directional input and recovery windows (coming soon).
Designed to connect with AnimationTree for professional visual polish (coming soon).
2 lessons available now • 3 coming soon
Capsule collision, gravity, floor snapping, and clean movement
WASD movement with acceleration and smooth turning
Spring arm camera with mouse-look and collision handling
Base State class with enter(), exit(), update(), and physics_update()
Implement concrete states with smooth transitions
Handle jump input, air movement, and landing detection
Dodge with i-frames, directional input, and recovery
Target acquisition, camera focus, and strafe mode
Connect states to AnimationTree for visual polish
Attack states, combos, and hit detection prep
Step-by-step lessons with code, explanations, and interactive builders
Master movement, gravity, floor detection, and third-person camera basics using CharacterBody3D.
Build a flexible state machine system to cleanly manage idle, walking, jumping, and attacking states.
Implement dodge rolling with i-frames, recovery windows, and directional input.
Add target lock-on with camera focus and strafe movement patterns.
Connect your state machine to Godot's AnimationTree for smooth transitions.
Most controller tutorials get abandoned. Here's why this one won't.
No spaghetti if-else chains. A proper state pattern you can extend forever.
Proper gravity, floor detection, and slope handling. No floaty movement.
The architecture is ready for dodge rolls, attacks, and lock-on from day one.
Camera clipping? Input buffering? We cover the issues that stop beginners.
Built and tested in Godot 4. No outdated Godot 3 code.
Start building professional third-person movement in Godot 4.
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