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gdquest-demos/godot-4-3d-third-person-controller

★ 992 · GDScript · NOASSERTION · updated Jun 2026

Godot 4 demo with a plug-and-play 3D Third-Person Shooter (TPS) character controller inspired by games like Ratchet and Clank.

A GDQuest-produced Godot 4 demo implementing a 3D third-person shooter character controller with movement, combat, two enemy types, and a playable environment. It's aimed at Godot developers who want a working TPS base to prototype from or learn from, rather than a production-ready plugin.

GDQuest's code quality is noticeably above the average Godot demo — the scene structure is clean, assets are separated logically, and the plug-and-play integration story (copy two folders, wire up eight input actions) is actually realistic rather than aspirational. The included custom shaders — terrain blending, animated grass and water, procedural wing transparency on the bee bot — are genuinely useful reference material for anyone learning Godot's shader pipeline. NavMesh is baked in and both enemy archetypes (aerial ranged, ground melee) give you a working foundation for basic enemy AI without touching NavigationAgent3D from scratch. Gamepad support is complete and tested, not an afterthought.

The 'plug-and-play' label overpromises. Swapping in a different character model means untangling how character_skin.gd maps state names to AnimationPlayer tracks, and there's no documentation on the state machine internals — you're reading code. The movement feature set is narrow: no crouching, wall interaction, swimming, or ledge grabbing, so if your game needs any of those you're grafting onto a demo rather than extending a framework. The input map dependency (exact action name strings like move_left, swap_weapons) is a silent integration hazard — misname one action and nothing errors, the character just doesn't respond. And there are no tests at all, which is fine for a demo but worth knowing if you're planning to maintain a fork long-term.

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