Third Person with no mouse look

Still trying to find a way to make a third person controller with NO mouse look. When I google “unity third person controller NO MOUSE”. Nothing but with a mouse shows up.

Is there any examples, tutorials, guides, scripts or anything at all that can help me with making a third person controller with no mouse look? Sort of like tank controls and only 1 directional pad is used.

I posted over a year ago about something similar and have been trying to do this for almost 3 years now when I started unity.

Im starting to question is this even possible with Unity?

This is absolutely possible with Unity. Just use the mouse based ones as a base and instead of using the mouse inputs, you use whatever axis inputs you want. You may have to tweak it a bit but this really shouldn’t be something it takes you three years to accomplish.

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Standard assets include (used to anyway - don’t know if it’s still in there) a third-person controller with several options including one like that.

Just about anything will take years for someone who doesn’t learn the engine first.

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Thanks. I managed to get the camera to stay behind the player and use only 1 directional pad.

Controllers aren’t hard to write from scratch. You could get this working in an afternoon.

What is it that you’re trying to do?

Are you trying to make a 3rd person controller to be used with a game pad?

Are you trying to make the camera trail the player no matter what?

Are you doing a bird’s-eye-view?

Are you on a rail like in Crash Bandicoot?

Yes a third person controller with game pad. But only 1 directional pad so yes the camera trail would stick behind the player. No birds eye view just camera looking down at the player following. No rail like Crash Bandicoot.

Here is exactly the kind of third person controller i’m talking about.

I’m just trying to get a controller like that out of the way so I can start to learn designing graphics and building maps/levels.

I was going to implement Photon for multiplayer after and have a 4 player arena game like that one in the example above.

Honestly, if you’re having trouble making a third person camera, you’d probably be better off exploring the learn section and making a small game out of what you learn there before you try any networking stuff.

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Lol. You can’t make a camera follow a character, but you can do networking? Something’s not right with this picture.

Well, for starters that appears to have a second thumb stick.

But, if you’re wanting to not have any at all you’ll want to set up the camera to trail behind the player then look at them and/or the direction they’re moving.

OR you could set up multiple cameras that activate on triggers like the old Resident Evil Games.

Just make a camera the child of the player object! What is seen in your video is basically first person controller with visible player model, you can reconfigure any existing FPC to behave exactly that way.

Yeah Photon is easy to implement and have multiplayer. There is a video showing how to add it to any scene. A lot easier then making a character controller like the one in that video. I managed to get the camera to follow the character.

Its hard customing the third person controller. Like why is there 2 files? ThirdPersonCharacter.cs and ThirdPersonUserControl.cs. Which one is used to move the character?

It’s designed that way so you can feed in other inputs, such as from AI (the other script provided).

ThirdPersonCharacter handles the physical, root motion movement, of the character while ThirdPersonUserControl gathers input, calculates the desired movement parameters and then feeds it into the ThirdPersonCharacter.

ThirdPersonUserControl is all relative to the camera as well, so it’s literally drag and drop the prefab and throw in a camera. As long as you have your camera placed correctly the character will move in relation to it.

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Stop. No, seriously, stop. Use the tutorials in the Learn section on this site and get a handle on the basics of Unity first. You’re just setting yourself up for failure.

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Thanks I understand it now.

You must of not understood me. I said I was going to implement Photon, as in the future after I have the character controller all done and a scene designed.

ThirdPersonCharacter.cs. It is a “motor”, meaning it can also be used by AI characters. ThirdPersonUserControl.cs handles player input. And there should be third separate script that handles camera.
Bear in mind that it is not the best controller to customize. Since it is moved by root motion (movement deltas which are stored in animation files). Should you replace one of these animations, movement may break.
In any case, you’ll have your hands full trying to set up any of these controllers for Photon, as their scripts may not be compatible with multiplayer.

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Damn waited for too long before pressing post reply