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🎯 ZionTPS

Modular Third-Person Locomotion · Unity 6 · Version 1.2

Character Controller

ZionTPS uses a CharacterController-based movement foundation with state-driven locomotion, camera-relative movement, and animation hooks for a conventional third-person character.

Core Movement

  • Walk, run, sprint, jump, crouch, and roll
  • Camera-relative movement direction
  • Configurable acceleration, deceleration, rotation response, and air control
  • Grounding, slope, and step handling
  • Animation states for locomotion, air time, crouch, and roll

Crouch and Low Ceilings

In ZionTPS 1.2, crouch changes the physical CharacterController rather than only changing movement state. The capsule reduces while crouched and is restored only when there is enough clearance to stand.

  • The player remains crouched safely beneath a low ceiling.
  • Use a BoxCollider or other appropriate collider on crouch cover and tunnels.
  • Do not place the visual model's own colliders on the generated player root.
  • Test crouch release beneath cover, then move out and confirm standing resumes cleanly.

Jump, Fall, and Landing

Jump starts immediately, then transitions into air behaviour and returns through landing to locomotion. For the most readable result, provide Jump, Fall, and Land clips in the Setup Wizard.

Roll

Roll is an optional gameplay action. The runtime roll state controls the visual roll state, helping keep animation and movement timing aligned.

  • Assign a Roll clip when generating an Animator Controller.
  • Test roll from standing and while crouched.
  • Adjust roll duration and exit speed in the character definition when tuning feel.
  • Do not allow another system to trigger duplicate roll input at the same time.

Character Setup Checklist

  • CharacterController is on the gameplay root, not the visual model.
  • Animator and valid humanoid Avatar are assigned.
  • Root motion is disabled for standard ZionTPS movement.
  • The visible model is aligned with the player root and grounded correctly.
  • No Rigidbody or conflicting collider setup fights the CharacterController.
  • The character has been tested on flat ground, ramps, stairs, and a low-ceiling area.

Foot IK

Foot IK is optional visual polish. It can improve contact on ramps, stairs, and uneven surfaces, but it should remain subtle. Disable it for a character if its source animation, rig, or level geometry produces visible foot pops.

Extension Guidance

Build combat, stats, interactions, inventory, and project-specific logic as separate components or modules rather than editing core locomotion code directly.

Continue to Camera System.