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:

Does splitting work across AI agents actually save time? I tested it.

Within roughly the same six-month window, Anthropic shipped Agent Teams for Claude Code, OpenAI published Swarm and the production-ready Agents […]

Ikeh Akinyemi
Mar 13, 2026 ⋅ 6 min read
ai dev tool power rankings

AI dev tool power rankings & comparison [March 2026]

Compare the top AI development tools and models of March 2026. View updated rankings, feature breakdowns, and find the best fit for you.

Chizaram Ken
Mar 12, 2026 ⋅ 10 min read
the replay march 11

The Replay (3/11/26): Eng knowledge gaps, OpenClaw, and more

Discover what’s new in The Replay, LogRocket’s newsletter for dev and engineering leaders, in the March 11th issue.

Matt MacCormack
Mar 11, 2026 ⋅ 26 sec read
ai training alexandra spalato

Your engineering team’s AI training is probably failing: How to fix it

Buying AI tools isn’t enough. Engineering teams need AI literacy programs to unlock real productivity gains and avoid uneven adoption.

Alexandra Spalato
Mar 11, 2026 ⋅ 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

Your email address will not be published. Required fields are marked *

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