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🎯 ZionTPS

Modular Third-Person Locomotion · Unity 6 · Version 1.2

Input Handling

ZionTPS uses the Unity Input System. Keep player actions in one Input Actions asset and let ThirdPersonInput provide the controller with consistent movement and camera values.

Core Actions

A typical ZionTPS Player action map includes:

  • Move - Vector2
  • Look - Vector2
  • Jump - Button
  • Sprint - Button
  • Crouch - Button
  • Roll - Button

Optional Camera Actions

Use these only when your project requires them:

  • CameraRecenter - returns the view behind the player.
  • CameraModeCycle - cycles between assigned camera modes.
  • CameraDefault, CameraCombat, and CameraAim - explicit profile actions for prototypes, demos, or games that need manual camera switching.

Default, Combat, and Aim are camera modes, not mandatory face-button actions. For a normal game, leave Combat to combat or lock-on logic and use Aim only when your project has an aiming feature.

Suggested Bindings

Action Keyboard / Mouse Gamepad
MoveWASDLeft Stick
LookMouseRight Stick
JumpSpaceSouth Button / A / Cross
SprintLeft ShiftLeft Stick Press / L3
CrouchLeft CtrlWest Button / X / Square
RollLeft AltEast Button / B / Circle
Camera RecenterMiddle Mouse Button or CRight Stick Press / R3

Keep the D-pad and left shoulder free when integrating systems such as Zion XRay that use those inputs for objective selection or scanning.

Setup Checklist

  • The Input System package is installed.
  • Active Input Handling is set to Input System Package (New) or Both.
  • The Input Actions asset is assigned to ThirdPersonInput.
  • The Player action map name matches the generated setup.
  • Required actions exist and have bindings for your intended devices.
  • No duplicate input reader or PlayerInput setup is competing with ZionTPS.

Standalone-Build Test

Before release, verify Move, Look, Jump, Sprint, Crouch, Roll, Camera Recenter, and any project-specific camera actions in a Windows build. Do not rely on editor-only input testing.

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