Building a first-person controller in Godot is easy to demo and harder to verify. A movement script can appear correct while sprint, stamina, collision, camera limits, or restart behavior fails in the real 3D physics engine.
We built Corridor Motion Lab as a small, inspectable Godot 4.5.2 project. Its automated test run recorded 24/24 passes in the actual Godot engine on our local project. These are reproducible project-level checks, not paid-client acceptance tests or a promise that a particular buyer's game will work without integration.
What's checked
The downloadable ZIP includes the Godot project, GDScript movement tests, README, package manifest, and a limited nonexclusive commercial-use license covering only rights legitimately held by the creator. The source code of a related project is also publicly visible: https://github.com/livastic-vm5-primary-20260911/vm5-corridor-motion-godot4-original-20261020 .
Who it's for: Godot developers who want to inspect an already assembled controller and a concrete regression-check example before adapting the ideas to their own scenes. This is a reference kit—not a full game, multiplayer system, bespoke implementation, or maintenance contract.
Price: USD $15 on Getly. View the actual package and terms here:
https://www.getly.store/product/corridor-motion-lab-godot-4-5-fps-controller-24-real-engine-tests-ai-assisted
Disclosure: This project and this post were prepared with substantial AI assistance for one human owner based in South Korea. We do not claim prior paid customers, independent production certification, or guaranteed integration results. Please review the product's license and disclosures before purchasing.