5 min read
Cover System Upgrade in V2.0 – Smarter Cover, Less Setup

Version 2.0 of the Modular Third-Person Framework brings a subtle but powerful upgrade to the Cover System: players can now perform low cover actions on high cover objects. This means more tactical flexibility, smoother transitions, and less setup work for developers — all while maintaining clean, modular architecture. 


🔄 Why This Matters for DevelopersPreviously, cover states were rigid: 

  • High cover = standing only
  • Low cover = crouch only

 Now, with V2.0: 

  • High cover objects support both standing and crouched stances
  • Transitions are handled automatically in PlayerCoverState
  • No need to create separate objects for each cover type

 Want to reduce setup time and give players more tactical options? This system does both. 


🧠 How It Works 

  • Dynamic Transitioning: While in high cover, players can toggle into crouched mode. The system adjusts animation parameters and collider settings automatically.
  • Consistent Rules: Low cover remains crouch-only. High cover supports both stances.
  • Configurable Behavior: Blend thresholds for idle and walking are fully adjustable via CoverConfig.

 Need to support stealth, shooter, or tactical gameplay? This system adapts instantly. 


⚙️ Config Spotlight – CoverConfigCustomize cover behavior with the CoverConfig ScriptableObject: 

  • Idle and walk thresholds
  • Transition blend values
  • Runtime-editable for fast iteration

 No coding required — just tweak values in the Inspector. 


🧠 Architecture Overview 

  • Cover State: PlayerCoverState handles transitions and applies correct animator booleans and colliders
  • Configuration: CoverConfig stores thresholds and blend values
  • Interaction System: Cover detection is part of the unified interaction pipeline — compatible with climbing, parkour, and vaulting

  

 Quick Setup Checklist 

  • Assign a CoverConfig asset with idle/walk thresholds
  • Add a CoverObject to your scene (high or low cover type)
  • Enter high cover in-game and press crouch — the system handles the transition
  • Test exits to ensure smooth transitions back to idle or crouch states

  

🎞️ Notes on AnimationsThe framework is code-only. Developers should: 

  • Provide crouch/cover animations for best results
  • Sync animation blends with CoverConfig thresholds for natural transitions

  

🧩 Final NotesThis upgrade makes cover interactions more versatile and player-friendly. By enabling crouching inside high cover, V2.0 bridges the gap between high and low cover mechanics — all while staying consistent with the framework’s modular, event-driven design.Want to support tactical gameplay without duplicating cover setups? This system saves time and scales with your project.


👉 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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