Sure, send me a PM in this forum when you want to make the test. I think there is not an easy way to do this, since GKC is not prepared to be used with another asset controller, since it is made to work checking different states of the controller it self (like if he is on ground or not, dead or alive, crouching, using weapons, or powers, or driving, or hidden, camera can move or rotate, etc... (and I am sure this happens for any other controller in the asset, they are not made to use another controller instead). So the changes needed to add another controller could be pretty big (if it would be just the controller movement, physics, animations management, ground collision and camera, it would be easy to replace, just by setting the code of the new controller in playerController and playerCamera). But in this case, not only the movement and camera controller would be needed, but the whole system, which similar to mine, it would use different functions and callings from different states so everything works properly. But taking this into account, I could try to start to modificate some parts of the code, to make easier the possibility of integrate othe controller in GKC, since this is evolving more into a whole framework that just a controller (thought I am working in improve a lot the current controller, by adding new animations, systems and new animator). So yeah, I could start to work in the code changes for the new version after 2.4d, to make any controller integration easier, to make this asset more fexible on that task. Right now, along with the ability to change and control between different characters in the game (which would allow to have split screen and different players in the scene in the near future), I am making code imrprovements to get a better perfomance. Regards.