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:
Now, with V2.0:
Want to reduce setup time and give players more tactical options? This system does both.
🧠 How It Works
Need to support stealth, shooter, or tactical gameplay? This system adapts instantly.
⚙️ Config Spotlight – CoverConfigCustomize cover behavior with the CoverConfig ScriptableObject:
No coding required — just tweak values in the Inspector.
🧠 Architecture Overview
✅ Quick Setup Checklist
🎞️ Notes on AnimationsThe framework is code-only. Developers should:
🧩 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