Opinions about third person controllers?

Godot Version

4.7 stable

Question

I am curious about anybody’s input on third person controllers.
Within the Godot assets I have found this one the most up to date and usable as a basis:

Do you think it is a good or a faulty choice?
In general I am asking, what are you using? Have you managed to implement IK on humanoid figures well?

What kind of game is it? Third person controller covers a lot of ground, and something built for an over the shoulder shooter usually ends up pretty different from a Zelda style adventure camera, so what makes a good basis depends on which way you’re heading.

Also curious what you want the IK for. Foot placement on slopes and stairs, hands landing on a weapon or a ladder, and head or aim look at are all fairly different jobs, and I’d answer differently for each.

Are you thinking of that asset as something to keep and build on, or more as a reference to read through before writing your own?

Hi! Thanks for replying!

Let’s say I liked to copy that Dark Souls 3 / Elden Ring kind of control+movement but wanna have the character to be a bit more uh, fluid, more “lively” and “athletic” with many options and animations (do melee fighting, sit on the ground, lean against a wall, dynamic vaulting and mantling…, climb, slip in mud, slide..).
So far I am very satisfied by having chosen this asset and easily added a crouch+crouchwalk mechanism and such.

I wish to implement IK for foot placement, for lowering head when the ceiling is low etc.. “LookAt” is easy and a lot of fun in Godot.

Indeed, I already have built and added a lot into the asset, turning it inside out, eventually almost removig it, hah, and so far encountered no limitations.
I am nowhere any good of a programmer but after a few years, now, I am fairly comfortable and happy using Godot.

Hmm, well, IK isn’t my strong point so I can’t say much useful there, but one thing worth knowing on 4.7 is that SkeletonIK3D is deprecated and IK came back in 4.6 as a set of modifier nodes. A lot of the foot placement tutorials still use the old node, so worth checking what a tutorial’s built on before following it through. https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/

Sounds like you’re in a good spot with the asset either way.