🎯 ZionTPS
Modular Third-Person Locomotion · Unity 6 · Version 1.2
Setup Wizard
The ZionTPS Setup Wizard is the recommended way to generate a player and camera rig from a humanoid model. It guides you through model validation, animation setup, camera configuration, optional modules, and output generation.
Watch the full walkthrough: ZionTPS 1.2 Setup Wizard Tutorial ↗
Open the wizard from:
Tools > ZionTPS > Setup Wizard
The wizard has five steps:
- Model - select and validate the visual character.
- Animation - use an existing Animator Controller or assign clips for generated animation setup.
- Camera - configure the rig and generate Default, Combat, and Aim profiles.
- Modules - choose optional integration, Foot IK, and audio support.
- Generate - select output, instantiate into a scene if required, and create the setup.
What the Wizard Creates
Depending on the options selected, generation can create:
CharacterDefinition.assetAnimationDefinition.assetZionTPS.controllerwhen an existing controller is not supplied- player prefab
- camera rig prefab
- Default, Combat, and Aim camera profile assets
- optional integration, Foot IK, and audio components
Step 1 - Model
Assign a visual-only model prefab or FBX. You may also optionally assign an existing Animator Controller.
Expected model setup
- Humanoid rig with a valid Avatar
- No colliders, rigidbodies, or CharacterController on the visual model
- No conflicting gameplay scripts on the visual model
- No Runtime Animator Controller assigned to the source model when the wizard will generate one
- Sensible scale and orientation
Validation and safe fixes
The wizard can check for missing Avatar data, non-humanoid rigs, colliders, rigidbodies, existing controllers, scripts, and unexpected scale.
Safe fixes can be applied to the generated model instance, including:
- reset local position, rotation, and scale
- strip colliders and rigidbodies
- remove a CharacterController from the visual model
- clear the model Animator Controller before generated setup
Asset-Store Lockdown can block generation when serious validation issues are present. Use the source-prefab option carefully; it changes the original asset rather than only the generated instance.
Step 2 - Animation
The Animation step controls whether ZionTPS uses an existing Animator Controller or generates a controller from clips.
Existing Animator Controller
When an Animator Controller is supplied, the wizard uses it as the animation source. Confirm it is configured for a humanoid Avatar and that root motion is disabled for normal ZionTPS CharacterController movement.
Generated animation controller
When no controller is supplied, assign these required locomotion clips:
- Idle
- Walk
- Run
These clips are recommended for a polished animation flow:
- Jump, Fall, and Land
- Crouch Idle and Crouch Walk
- Roll
Crouch and roll can still be enabled at runtime, but providing matching clips ensures the generated Animator Controller has the corresponding visual states.
Step 3 - Camera
The Camera step configures the third-person rig and can generate three runtime profile assets:
- Default - balanced everyday third-person framing.
- Combat - a closer, more responsive gameplay view.
- Aim - a tighter over-the-shoulder view.
Camera behaviour options
- Collision Smoothing - pulls the camera forward around obstacles and recovers smoothly when the path clears.
- Input Smoothing - optionally adds softer camera response.
- Dynamic FOV - adds speed-based FOV movement where enabled.
Important framing rule
0 for normal Default, Combat, and Aim setups. Use the X value only for shoulder framing,
then test the profile around walls, low ceilings, ramps, and crouch cover.
After profile generation
Select a generated CameraProfile asset to fine-tune follow response, orbit speed, pitch
limits, collision, stance offsets, recentering, camera shake, and field of view. The 1.2 inspector also
provides Responsive, Exploration, Combat, and Cinematic preset buttons as starting points.
Step 4 - Modules
Core Integration API
When enabled, the wizard installs the integration components on the player root:
ZionPlayerReflectionLocomotionSourceZionLocomotionEventEmitter
Foot IK
When enabled, the wizard adds ZionFootIK to the model Animator and enables IK Pass on the Animator Controller layer.
Test Foot IK on the supplied ramps and stairs. Disable it for a character if the original animation or geometry produces visible foot popping.
Audio Module
The Audio Module is optional and is installed only when ZionTPS.Audio is present in the project.
Stats, UI, and Audio can be separate assets and imported independently.
Step 5 - Generate
Choose an output folder, player prefab name, and camera rig name. The default output folder is:
Assets/ZionTPS_Generated
When scene instantiation is enabled, the wizard can place the generated player and rig into the current scene and optionally create basic scene helpers such as a ground plane, ground physics material, skybox, and post-processing placeholder.
Recommended verification after generation
- Test movement, sprint, jump, crouch, and roll in Play Mode.
- Test crouch beneath a low ceiling and confirm the character does not stand into geometry.
- Test camera collision against a wall, corner, and low cover.
- Test camera recentering and any profile controls you have bound.
- Run Diagnostics and clear recurring Console warnings or errors.
- Build a Windows player from a clean scene before adding project-specific systems.