(NEW) Advanced Third Person Controller

Let's make a (new!) advanced third person controller that's going to serve as our playground for testing new features.

I strongly suggest that you give a watch to these two videos before you start this series :

Strategy Pattern in Unity

ScriptableObject Library


p.s. Resources will be added asap

Course Lessons
Course contains 17 lessons.
On the first part we are going to import our libraries for the Behavior Editor and the ScriptableObject Library

Onward and once more into the fray!

Let's see how are we going to handle our inputs and decoupled references

Let's add rotation to our controller

Let's see how to handle the logic for our camera rotation and following our player

Continuing from the last video, this is were we add the following parts. Also we are going to setup an action that's going to be responsible for updating our delta time

Let's stop sliding around

Let's enhance a bit how the animations look at the moment

Jump! -No affiliation with the Van Halen song

Let's make a check to see if we are on the ground

What goes up, most come down eventually, let's make sure it looks pretty when it does

More power to the animation!

Let's break the pattern a bit and force a condition to be able to transit to two different states, plus, root motion!

Life throws a waist-high obstacle in your way? Have you tried vaulting?

Vaulting harder

Let's fly a bit of the grounded for proper grounding reasons.

Let's see how to implement feet IK