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FPS Prototype

Setup time: ~5 minutes
Main node: FPS Tools
Approaches covered: First Person, Third Person

This is a recipe — exact steps with no explanation. To understand why each step works, read My First FPS.


Scene requirements

Object Physics type Name Notes
Capsule (or any mesh) Character player The character object
Camera fps_camera Child of player, at eye level
Plane or Cube Static floor Ground surface

Scene hierarchy:

player  (Character physics)
└── fps_camera  (Camera, child of player)

Camera position: with fps_camera selected and player as parent, set local Z ≈ 0.7 (eye level inside the capsule).


NodeTree

With player selected:

  1. Open Node Editor → click New
  2. Shift + A → EVENT → On Update
  3. Shift + A → FPS → FPS Tools
  4. Connect: drag from On Update Exec output → FPS Tools In socket
[On Update] ──► [FPS Tools]

FPS Tools configuration:

Property Value
Camera fps_camera
Perspective First Person
Walk Speed 5.0
Sprint Speed 10.0
Jump Force 7.0
Health True, Max=100
Ammo True, Max=30

Component registration

  1. Node Editor side panel (NRNC tab) → click Info Componente
  2. Properties Editor → Game tab → Game Components:
  3. Remove the module placeholder if present
  4. Click Add RNC Component → paste → confirm
  5. Click Assign NodeTree

Run

Press P over the 3D viewport.

Controls:
WASD — move | Left Shift — sprint | Space — jump | Mouse — look


Third Person variant

  1. In FPS Tools, change Perspective to Third Person
  2. Set Distance to 4.0 (camera offset from character)
  3. The camera no longer needs to be a child of player — FPS Tools handles its position automatically. You can remove the parent relationship (Alt + P) if desired.

Controls remain the same. The camera follows the character from behind and above.


Modular variant

For a modular pipeline (Player Input + Player Movement + Player Jump + Mouse Look) with the same result but independent node control, follow My First FPS — Method B.


Next steps