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





