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If you randomly pick a few games, each would probably have a different art style

and mechanics, a different story, or even no story at all, but there’s one thing
they’d all have in common: all games need to read and handle inputs from devices
like keyboard, mouse, gamepad, joystick, VR controllers, and so on.

In this post, I’ll show you how to build a third-person controller in Unity with the
new Input System package together with a follow camera driven by Cinemachine,
another powerful package by Unity Technologies.

Our third-person controller will handle inputs from a keyboard and mouse and a
standard gamepad, and because the new input system in Unity is quite smart, as
you’ll soon see, adding support for another input device wouldn’t require any extra
code.

On top of that, you’ll see how to set up idle, run, jump, and fall animations and
how to smoothly transition among them. We’re going to implement the core of the
controller as a state machine with a focus on clean architecture and extendability.

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