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:

alexandra spalato ai hallucination quote

How to stop your AI agents from hallucinating: A guide to n8n’s Eval Node

Walk through a practical example of n8n’s Eval feature, which helps developers reduce hallucinations and increase reliability of AI products.

Alexandra Spalato
Sep 17, 2025 ⋅ 6 min read

Secure your AI-generated projects with these security practices

Secure AI-generated code with proactive prompting, automated guardrails, and contextual auditing. A practical playbook for safe AI-assisted development.

Ikeh Akinyemi
Sep 16, 2025 ⋅ 5 min read

Let’s kill vibe coding and bring back prompt engineering

Explore the vibe coding hype cycle, the risks of casual “vibe-driven” development, and why prompt engineering deserves a comeback as a critical skill for building better, more reliable AI applications.

Oscar Jite-Orimiono
Sep 16, 2025 ⋅ 11 min read
Frontend Devs Aren't Lazy, They're Burnt Out

Frontend developers are burned out, not lazy

Shipping modern frontends is harder than it looks. Learn the hidden taxes of today’s stacks and practical ways to reduce churn and avoid burnout.

Shalitha Suranga
Sep 15, 2025 ⋅ 4 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