Simple Third Person Controller

Simple Third Person Controller

Simple Third Person Controller

Year

2024

Client

Self

Category

Game Systems · Controller

Platform

PC

About The Project

About The Project

A third-person character controller built entirely from scratch without relying on Unity's built-in character controller. This foundational project demonstrates how to architect essential movement mechanics using only Unity's core components and C# scripting, providing a fully customizable control system for any 3D game. Features smooth, responsive player movement synchronized with responsive camera tracking powered by Cinemachine. Designed as a learning resource and extensible foundation for building character controllers, it serves as an ideal starting point for action-adventure games, RPGs, or any 3D project requiring robust character movement and camera systems. Includes support for keyboard and controller input with easily customizable input mapping.

A third-person character controller built entirely from scratch without relying on Unity's built-in character controller. This foundational project demonstrates how to architect essential movement mechanics using only Unity's core components and C# scripting, providing a fully customizable control system for any 3D game. Features smooth, responsive player movement synchronized with responsive camera tracking powered by Cinemachine. Designed as a learning resource and extensible foundation for building character controllers, it serves as an ideal starting point for action-adventure games, RPGs, or any 3D project requiring robust character movement and camera systems. Includes support for keyboard and controller input with easily customizable input mapping.

My Contribution

My Contribution

  • Character Movement: Implemented smooth, responsive movement mechanics entirely from scratch using Unity's core physics components. Supports WASD and arrow key input with independent forward/backward and strafe movement for responsive player control.

  • Camera System: Developed fully responsive camera system using Cinemachine for seamless player tracking and smooth viewport transitions. Supports mouse-based camera rotation with independent horizontal and vertical control.

  • Input System: Complete input handling leveraging Unity's New Input System with full support for both keyboard and controller input. Easily remappable controls through Unity's Input Manager for customization across different platforms.

  • Modular Architecture: Designed with fully extensible and customizable architecture enabling easy addition of animations, abilities, interactions, and gameplay mechanics. Clean separation of concerns between movement, input, and camera systems for maintainability.

  • Animation Integration: Seamless character animation synchronization with movement states and input. Smooth transitions between idle, walking, running, and jumping animations based on real-time player input and physics state.

  • Ground Detection System: Intelligent ground detection mechanism using layer separation ensuring accurate jumping and falling physics. Properly configured layer setup prevents collision detection issues and ensures reliable IsGrounded state.

  • Character Movement: Implemented smooth, responsive movement mechanics entirely from scratch using Unity's core physics components. Supports WASD and arrow key input with independent forward/backward and strafe movement for responsive player control.

  • Camera System: Developed fully responsive camera system using Cinemachine for seamless player tracking and smooth viewport transitions. Supports mouse-based camera rotation with independent horizontal and vertical control.

  • Input System: Complete input handling leveraging Unity's New Input System with full support for both keyboard and controller input. Easily remappable controls through Unity's Input Manager for customization across different platforms.

  • Modular Architecture: Designed with fully extensible and customizable architecture enabling easy addition of animations, abilities, interactions, and gameplay mechanics. Clean separation of concerns between movement, input, and camera systems for maintainability.

  • Animation Integration: Seamless character animation synchronization with movement states and input. Smooth transitions between idle, walking, running, and jumping animations based on real-time player input and physics state.

  • Ground Detection System: Intelligent ground detection mechanism using layer separation ensuring accurate jumping and falling physics. Properly configured layer setup prevents collision detection issues and ensures reliable IsGrounded state.

Tech & Tools

Tech & Tools

Unity Engine, C#, Cinemachine, Character Controller Development, Input Systems

Let'S WORK

TOGETHER

Let'S WORK

TOGETHER

Let'S WORK

TOGETHER

Let'S WORK

TOGETHER

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