Yes, you can - but you will need to setup the child objects in the same way as the one you see below or as the example in the demo scene:
Make sure your player controller has a parent object above it and the FlashlightSwing is a child of that parent, not of your controller
This video is about adding a new FPSController, you don't need to worry about the padlock section as it's been changed in V1.6!
How to disable movement?
The AK - DisableManager script has a reference to the player character on this example:
using UnityStandardAssets.Characters.FirstPerson;
[SerializeField] private FirstPersonController player;
public void DisablePlayerDefault(bool disable, bool isInteracting, bool isExamine)
{
if (disable)
{
//Code
if (isExamine)
{
blur.enabled = true;
}
if (isFirstPerson)
{
player.enabled = false;
}
if (isThirdPerson)
{
thirdPersonController.enabled = false;
thirdPersonRotator.enabled = false;
}
}
else
{
//Code
if (isExamine)
{
blur.enabled = false;
}
if (isFirstPerson)
{
player.enabled = true;
}
if (isThirdPerson)
{
thirdPersonController.enabled = true;
thirdPersonRotator.enabled = true;
}
}
You will want to edit the reference variable and the lines below to incorporate disabling your character movement and camera rotation:
//Reference your character controller here, unless your controller solution comes
//with a better solution
[SerializeField] private FirstPersonController player;
⏭️
This video is about adding a new FPSController, you don't need to worry about the padlock section as it's been changed in V1.6!