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World of Warcraft Style Third Person Movement and Camera
- Separate forward, strafe, and backpedal speeds
- Hold both mouse buttons to run forward
- Keyboard Q/E turning, camera-relative movement with RMB
- Zero-lag instant orbit with no smoothing drift
- Scroll-wheel zoom with configurable min/max range
- RMB snaps character facing to camera direction on press
- LMB orbits freely without rotating the character
- Cursor locks while orbiting and warps back to original position on release
- Asymmetric pitch clamp (limited up, generous down, just like WoW)
Camera Collision
- Multi-raycast collision system with instant push-in and smooth pull-out
- Near-clip safety pass prevents peeking through thin geometry
- Fully layer-masked
Jump & Air Physics
- Running jumps lock momentum with no mid-air redirection
- Stationary jumps grant limited, configurable air control
- Configurable gravity, jump height, and terminal velocity
Animator Integration
- Full blend tree support: IsMoving, Grounded, Jump, MoveSpeed, turning bools, directional air parameters
- Dual A/B locomotion system eliminates idle dips when reversing direction by crossfading between two parameter sets instead of passing through the animation center
- 8-way snapped directional jump/fall blend tree parameters, locked at takeoff and held cleanly through landing
Input System
- Built on Unity's new Input System
- Works with PlayerInput or a raw InputActionAsset
- UI-aware, blocks camera input when the pointer is over UI
Other
- Autorun with configurable cancel-on-input
- Ground probe for stable detection on steps and ramps
- CharacterController-based, lightweight with no external physics dependencies