Create a Third Person Controller in Unity from scratch

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Checkout the full Third Person Parkour System Course here - https://bit.ly/unity-parkour-course-june Hey everyone, in this video we'll create a Third Person Controller in Unity. We won't be using any assets to build it, we'll build it completely from scratch because it's a good way to learn the fundamentals of 3D game programming, and it will give you the knowledge to customize the controller for your own games. So while building the controller, you'll learn important concepts like - unity's character controller component - camera relative movement, - humanoid retargeting for reusing animations on multiple characters, - using physics for ground detection, etc. 0:00 - Introduction & Demo 1:03 - Project Setup 4:30 - Camera Controller 27:24 - Character Movement 48:04 - Setup Animations 1:04:59 - Animating the character 1:20:25 - Collisions & Gravity 1:45:28 - Contoller Input 1:51:03 - What next? If you want to build upon this and and create a more advanced controller that can perform parkour actions then checkout our Unity Third Person Parkour System course here https://bit.ly/unity-parkour-course-june
Hi, my name is Athul. I'm a Software Engineer who is passionate about Game Programming The problem I'm trying to solve Most of the unity tutorials on youtube are beginner-level that focuses on creating something without considering good practices, design patterns, etc. This is fine when you're making a small game like flappy bird, but for bigger games (like an RPG), it's important to architect it in a scalable way using design patterns and good development practices, otherwise, it will become too messy and frustrating to work on as it grows. I focus on creating intermediate-level tutorial series that covers the creation of games using a good and scalable architecture. Before making a tutorial, I make sure the code is clean and readable. Tutorial series I'm working on Turn-Based RPG like Pokemon in Unity - In this series, I've covered topics like turn-based battle systems, grid-based movement, random encounters with wild pokemon, storing the data of pokemon as scriptable objects
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