2022-09-08
6334
#unity
Marian Pekár
130548
Sep 8, 2022 ⋅ 22 min read

Building a third-person controller in Unity with the new input system

Marian Pekár I'm a programmer by heart and soul. Today, I'm fluent in C#, C++, and JavaScript, and I love making games. I work full-time as a programmer in Bohemia Interactive studio, in my spare time I write blog posts, occasionally create a game on a game jam, and constantly learn to be a better developer.

Recent posts:

spalato pragmatic ai featured image

You don’t need AI for everything: A reality check for developers

As a developer, it’s easy to feel like you need to integrate AI into every feature and deploy agents for every task. But what if the smartest move isn’t to use AI, but to know when not to?

Alexandra Spalato
Nov 26, 2025 ⋅ 6 min read

How to ensure your expert C# knowledge doesn’t make you a TypeScript noob

Coming from C# can quietly sabotage your TypeScript code. This article shows how to swap nullable flags and enums for discriminated unions and literal types so your Angular apps model state cleanly and stay easy to reason about.

Lewis Cianci
Nov 25, 2025 ⋅ 3 min read
How To Scale CSS In Micro Frontends (Without Losing Your Mind)

How to scale CSS in micro frontends (without losing your mind)

Micro frontends boost autonomy but they make CSS a nightmare. In this guide, I break down how to scale styling without collisions using design tokens, CSS Modules, and the Shadow DOM.

Elijah Asaolu
Nov 24, 2025 ⋅ 6 min read
chatgpt atlas for developers featured image

How to use ChatGPT Atlas for frontend debugging, testing, and more

Learn how ChatGPT’s new browser Atlas fits into a frontend developer’s toolkit, including the debugging and testing process.

Emmanuel John
Nov 20, 2025 ⋅ 10 min read
View all posts

9 Replies to "Building a third-person controller in Unity with the new input system"

  1. I have the problem that Unity doesn’t recognize the Controls.IPlayerActionsn / Controls.
    It is recognizing the normal UnityEngine.InputSystem and I made sure I included that package in VS Code. Any ideas? 😀

    1. Fixed the problem in case anyone runs into the same, here is the solution:
      check the generate c# class in the inspector 😉

  2. After implementing all the code and going trough the article multiple times, the movement works but it doesn’t play any animations.

  3. Hi Marian, thanks for the great tutorial, it seems to work nicely for me.
    I’m having an issue where moving sideways causes the camera to rotate a bit, i.e. if I walk left without manually moving the camera, it will turn enough that eventually the character will walk in a full circle.
    Do you have any ideas how I can fix this?

    Cheers,
    Elric

    1. Hey Elric,
      Did you figure out how to stop this? I can see what is happening with the camera but I cannot figure out how to fix it.
      Cheers,
      Brandon

      1. You need to go to the cinemachine camera and find the setting Orbits > Binding Mode and set it to World Space instead of Simple Follow with world up.

  4. I can’t find Cinemachine collider in my project. I’ve done all steps before it. Is it suppose to show up on Add Component?

  5. @Yujin, even though it says component above, it´s actually an extension. You´ll find it in a dropdown menu of the CinemachineFreeLook component at the very button.

  6. Character floats on play. The isGrounded check fails so it plays the Fall Animation (check in MoveState). Character is standing on a plane with a mesh collider! Any thoughts? thank you.

Leave a Reply

Hey there, want to help make our blog better?

Join LogRocket’s Content Advisory Board. You’ll help inform the type of content we create and get access to exclusive meetups, social accreditation, and swag.

Sign up now