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:

i tried kiro and here is what i learned

I tried out Kiro: Here’s what I learned

Check out Kiro, AWS’s AI-powered IDE, see what makes it different from other AI coding tools, and explore whether it lives up to the hype.

Elijah Asaolu
Aug 28, 2025 ⋅ 5 min read
Go Design Pattern Article Image With Logo

Why Go design patterns still matter

Here’s how three design patterns solved our Go microservices scaling problems without sacrificing simplicity.

Peter Aideloje
Aug 28, 2025 ⋅ 2 min read
how to protect your ai agent from prompt injection attacks

How to protect your AI agent from prompt injection attacks

Explore six principled design patterns (with real-world examples) to help you protect your LLM agents from prompt injection attacks.

Rosario De Chiara
Aug 27, 2025 ⋅ 5 min read
Don’t Let AI Erase The Next Generation Of Dev Leaders

Don’t let AI erase the next generation of dev leaders

As AI tools take over more routine coding work, some companies are cutting early-career dev roles — a short-sighted move that could quietly erode the next generation of tech leaders if we aren’t careful.

Jack Herrington
Aug 26, 2025 ⋅ 6 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