6 min read
Behind the Refactor in V2.0 – Building a Scalable Framework That Grows With You

Version 2.0 of the Modular Third-Person Framework isn’t just about new mechanics like Swimming, Diving, and Pole Climbing — it’s a complete architectural refactor designed to make your development workflow faster, cleaner, and future-proof.Whether you're an indie dev prototyping quickly or a studio building long-term systems, this refactor gives you a foundation that scales with your project. 


🔧 Why Refactor?The goal was simple: 

  • Decouple systems
  • Standardize communication
  • Future-proof the framework for scalability

 Want a controller that evolves with your game instead of holding it back? This refactor makes that possible. 


🧩 Key Architectural Upgrades1. Input System – From Flags to Input Actions 

  • Replaced boolean flags with Unity’s Input Actions
  • Drag-and-drop flexibility in the Inspector
  • Renamed InputActionManager → InputCoreOrchestrator

 No more hardcoded inputs — just plug in your own and go. 


 2. UI System – Modular & Interface-Driven 

  • Introduced IPlayerUI for standardized UI interaction
  • Added UI Manager for cross-scene handling
  • Breath UI now binds directly to gameplay systems

 Need scalable UI across multiple scenes? It’s already built in. 


 3. Movement System – Expanded & Unified 

  • Added Swim, Dive, Slide, and Pole Climb
  • Enabled Low Cover on High Cover Objects
  • Refactored dynamic collider transitions for smoother ground detection

 Want to prototype any genre? Movement is now modular and extensible. 


 4. Vitality System – Breath Joins the Family 

  • Breath System added alongside Health and Stamina
  • Built on BreathBaseSystem + IBreath
  • Usable for players, NPCs, or any object

 Need survival mechanics? Just plug in breath and go. 


 5. IK System – Interface Driven 

  • Replaced inheritance with IIKSystem interface
  • Hand and Foot IK now modular and extensible
  • Supports non-humanoid characters

 Want IK for robots, animals, or props? No limitations here. 


 6. Debug Tool – Runtime Insights Without Noise 

  • Toggle logs per system/state
  • Runtime Debug UI panel — no domain reloads
  • ScriptableObject-driven settings

 Need to test without restarting Play Mode? This tool saves hours. 


 7. Interaction System – Smarter World Integration 

  • Added WaterVolume for swim/dive detection
  • Added LedgeObject for clean exits from climbing/swimming

 Want reliable transitions without custom logic? It’s already handled. 


 8. Enum System – Cleaner Separation 

  • Split monolithic PlayerEnums into six focused scripts
  • Easier to manage, extend, and maintain

 Need to add new states or actions? Just drop them in. 


 9. Player Controller – New Role 

  • Renamed PlayerController → PlayerCoreOrchestrator
  • Centralized coordination of all subsystems

 Need a single point of control? It’s already built for scale. 


 10. Events & Delegates – Decoupled Communication 

  • Movement, vitality, and interaction systems now use events
  • UI, state transitions, and debug tools subscribe without dependencies

 Want modular systems that talk to each other cleanly? This is how. 


🧩 Final Notes The refactor in V2.0 isn’t just polish — it’s a blueprint for scalable game development. By standardizing communication with interfaces, decoupling systems with events, and modularizing input, UI, and movement, the framework is ready to grow with any project. Want to build faster, extend further, and maintain clean code across teams? This architecture is built for you.


👉 Get the Modular Third-Person Framework on the Unity Asset Store: https://assetstore.unity.com/packages/templates/systems/versatile-third-person-controller-system-281833
👉 Already using the framework? Share your experience — leave a review here: https://assetstore.unity.com/packages/templates/systems/versatile-third-person-controller-system-281833#reviews

👉 [Documentation Hub – High-Level Overview + System Architecture]: Unity Game Development Docs | True Tactical Studio

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