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3D First-Person Kit preview 1

3D First-Person Kit is a ready-to-extend first-person game for Godot 4. The player controller has the movement details that make a shooter feel right: walk, sprint, crouch, jump, a sprint-into-slide, coyote time, jump buffering, variable jump height, stair step-up, slopes, head bob, strafe lean, FOV kick, landing dip, screen shake and footsteps that change with the floor surface. Everything is an exported value you can tune in the Inspector.

Three weapons ship as data resources: a semi-auto pistol, an automatic assault rifle and a rocket launcher with splash damage and self damage. Ammo and reserve, reload, recoil, spread, headshots, tracers, muzzle flash, weapon sway and hit markers are all in. Enemies come as ranged Drones and melee Brutes that patrol, hear gunshots, see you across a view cone, and chase over a navigation mesh baked at level load.

Doors, keycards, switches, a lift, pickups and acid hazards run on a tiny duck-typed interaction protocol, so adding your own props takes minutes.

Two levels (a training hall and an outdoor foundry yard) are built from box primitives with generated CC0 textures and are plain scenes you can edit. The HUD, title screen with level select, pause, death and level-complete screens, and a full settings menu (mouse sensitivity, FOV, head bob, volumes, fullscreen, VSync and key rebinding) are included, along with keyboard, mouse and gamepad support. A 280-assertion smoke test and a scripted screenshot tour come with it.

Models are deliberately primitive so the kit has zero asset dependencies: swap in your own via two clearly marked methods.

Highlights

  • FPS controller: walk, sprint, crouch, jump, slide, coyote time, jump buffer, stairs, slopes, head bob, surface footsteps
  • Three weapons from data resources: hitscan pistol, auto rifle, rocket launcher with splash; ammo, reload, recoil, spread
  • Navmesh enemies with line of sight, hearing, patrol, ranged and melee attacks, health bars and loot
  • Interaction system: sliding doors, keycards, switches, lift, pickups, hazards and exit zones
  • HUD with dynamic crosshair, hit marker, damage direction, low-health vignette, ammo, prompts and messages
  • Title, level select, pause, death, level complete and settings menus with full key rebinding
  • Keyboard, mouse and gamepad support, mouse and stick sensitivity, FOV and volume settings
  • Two levels built from primitives with generated textures, procedural audio, 100% CC0, no third-party assets