Udemy

Godot 4: Create A Third Person Shooter Controller

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  • 679 Students
  • Updated 1/2026
4.8
(69 Ratings)
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Course Information

Registration period
Year-round Recruitment
Course Level
Study Mode
Duration
12 Hour(s) 55 Minute(s)
Language
English
Taught by
Chaff Games
Rating
4.8
(69 Ratings)
13 views

Course Overview

Godot 4: Create A Third Person Shooter Controller

Create A Player Controller With A Full Rig and Weapon Manager

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.

Course Content

  • 13 section(s)
  • 77 lecture(s)
  • Section 1 House Keeping
  • Section 2 Introduction
  • Section 3 Getting Started Creating A Basic Controller
  • Section 4 Creating A Third Person Camera System
  • Section 5 Creating A Statemachine
  • Section 6 Adding A Rig and Animations
  • Section 7 Combat Transitions
  • Section 8 Weapon Manager
  • Section 9 Collectables
  • Section 10 Inverse Kinematics Godot 4.6
  • Section 11 Inverse Kinematics (DEPRECATED)
  • Section 12 Finished
  • Section 13 Bonus and Extras

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

Skills covered in this course


Reviews

  • A
    Asteya Tangri
    4.5

    awesome :O

  • A
    Andrew Bennett
    3.5

    I wish the script sections were easier to read on a smaller screen like the Steam Deck.

  • R
    Robert Earl Brien
    5.0

    The instructor very thorough and helpful. I'm learning quite a bit about scripting and how Godot works. Much of it is even starting to make sense now and I can explain it to people. I can safely say I'm making my little guy do funny things on the screen because of this course.

  • P
    Prakhar Shukla
    4.0

    It's good but surprisingly teaches few bad practices. For example you should always accumulate rotations not reset and snap each frame. In player script we are using transform.basis = Basis() which resets the basis each frame and then snaps to target each frame. This will result in slight jitteriness in low FPS. I'm first time seeing this way of implementing rotation. There are other minor issues like this. But regardless of this it is a good course. I'm coming from unity and it helped me to speed up.

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