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:

gemini 3 and antigravity

A developer’s guide to Antigravity and Gemini 3

Check out Google’s latest AI releases, Gemini and the Antigravity AI IDE. Understand what’s new, how they work, and how they can reshape your development workflow.

Elijah Asaolu
Dec 4, 2025 ⋅ 6 min read
bun 1.3 javascript runtime what's new

Bun 1.3: Is it time for devs to rethink the Node stack?

Learn about Bun 1.3, which marks a shift from fast runtime to full JS toolchain—and see the impact of Anthropic’s acquisition of Bun.

Alex Merced
Dec 4, 2025 ⋅ 9 min read

Stop using JavaScript to solve CSS problems

Stop defaulting to JavaScript. Modern CSS handles virtualization, responsive layouts, and scroll animations better than ever – with far less code.

Chizaram Ken
Dec 4, 2025 ⋅ 7 min read
replay december 3

The Replay (12/3/25): React’s next era, AI code review tools, and more

React’s next era, AI code review tools, and more: discover what’s new in The Replay, LogRocket’s newsletter for dev and engineering leaders, in the December 3rd issue.

Matt MacCormack
Dec 3, 2025 ⋅ 30 sec 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

Would you be interested in joining LogRocket's developer community?

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